200,269 Commits over 4,140 Days - 2.02cph!
Radial menu button states that don't suck
Seperate flagging for UI exposure in BaseBehaviourPlanSettings
LMB drags camera, MMB rotate mod for satan/sebov
Fixed MoodOverlay not working
BuildingObject placement is now more granular.
Interpolation work. Integrated minor changes from the NetworkingUpdates2 branch in NetworkMessage/NetworkClient/Networkserver to add timestamps to messages.
Fixed island4 Editor Only folder missing the tag
Colors, icons, mood gradient.
Selectable widget seamless thingy state.
Fixed player controller not nulling selectedEntity
Removed unit movement mode icon from UnitInfoWidget
Cursor widget test (disabled)
RTSCamera LMB drag behaviour is much less shit.
Added group traits component (not hooked up yet)
Refactored my interpolator into the original.
Selection indicator tweeners
BaseEntity creates components in constructor, not Setup. Related refactoring
Traits Component now uses the group component
Exposed Traits data and tweaked it a little
Fixed PlayerController not firing mouse over events in the correct scope
Unit.Morale.GetFleeDestination ignores unit perception data if the Unit is flagged as destroyed or not perceived
Senses book keeping is not shit
PlaceController building placement guide tweener reset
Desires unsubscribes from TOD time events on destruction
ID duplicate validation for AIDatabase
DecisionContext now has a PlayerInstigated flag, to avoid conditions et al creating Desires when we evaluate Interactions through the UI
Human Food AI improvements : people will now light the fire if there is an uncooked, skinned carcass nearby
SelectableIndicatorWidget tweener tweaks
Vehicle interpolation work complete and tested.
Oops, minor fix to the previous commit
Decrease minimum time buffer since we want to keep player vehicle driving snappy.
Merging vehicle branch work into the main branch.
updated textures and props and windows
First building to unlock should probably be the skinned tent rather than mud hut (since you've killed an animal and got pelts to spend).
Berries should be much harder to get green fullness from, but current stat manipulator options feel slightly limiting.
Fixed players sometimes appearing with wrong name, gender or skin tone (RUST-981)
Reset entity position lerp curve when lerping is disabled
Added stabilityqueue and surroundingsqueue convars (time building stability + surroundings are allowed to take)
Added a new type of stat manipulator value type, the "reponse curve". Pick the type of curve, and the value you want to modify the curve's response to where the current value of the stat is positioned in it's range.
Can be used to modify the impact of a stat manipulator's value by what point of the stat's range the current value is at. (eg. eating a berry when you're really hungry feels more filling than when eating it on a full stomack).
Bad ! on SkillTypeDefinitionEditor
Changed paint mode return text
Fixed dispatcher order
Removed Debug option