225,745 Commits over 3,714 Days - 2.53cph!
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Conversations scoring and storage improvements
Removed collabs conditions from idle goal
Fixed bad action description keywords
datatable scope exposer
Blog section author detector
Templates
Re-ordering collab request action chains to avoid movement before the request has been responded to
Added WaitForCollaborationRequestResponse action
Lots of debug logging
Added WaitForCollaborationRequestResponse action
Lots of debug logging
Break conditions on goals
Human/Idle module behaviours break when we have pending collaboration requests
Loner trait no longer condition on social module
Fixed conversation scoring not running
Fixed people thinking that the best person to talk to is themselves
Reordering collaboration action chains to
Collaborations events cleanup
Split conversations to partial
Conversations scoring fix
Refactoring HalfEdgeMesh...
Fixed ConversationsComponentSystem not being managed properly
fixed pickups being annoying
Fixed null conditions in several target filters/interactions
Fixed Animation.CanSetParameter
Dummies are invincible
Fixed PickUpThrownWeapon not working
datatable columns defined with the inner html
Blog meta editing
View button
Blog editor wip
combat anim to combat pose
Value to Machine / Machine can process changed to Machine Process
Support for multiple intentions passed through behaviour construction and player commands
Conversations stuff
Working on a RemoteStorage interface
reed mace added to plants
turn anim bool islighting off on break
Fixed some items not using correct shader
Consumable colour fixes/tweaks
Fixed AI "look rotation vieweing vector is zero" (RUST-1686)
spear anim tag set to attackhit instead of attack fire
torso layer combat anims are only visual (no state tags set) as the base layer still plays them even while moving
Support for clearing animator bool change callbacks