199,994 Commits over 4,140 Days - 2.01cph!
GoalPlan BehaviourChains can now be edited in the GoalPlanSettingsEditor, not only the AI designer
Scripts organisation
made TOD lighting a lot better on beep city 2 scene
Blackboard key usage display in GoalPlanSettingsEditor
tweaked ambient so it is less orange at 11.6
Updated paint UI
Added colour swatch prefabs
Fixed moon rendering black to reflection probe
Just need to smooth character out a bit more but this works awesome.
Blackboard key usage injected from module data heirarchy when editing a GoalPlan in the AI Designer
AI Designer layout improvements
Cave_large_hard end
Adding Cave_large_sewers_hard files wip
Default Interactions now use a GenericMenu
Added building interactions to possible default interactions.
Right click on a building under construction will create a desire to build said building.
Better vehicle enter/exit support in separate Client/Server mode
Merging vehicle interaction chages and some class restructuring. Needs some more work but the basics are there.
Merged and deleted unneeded stuff.
Automated Linux Build #17
Automated Windows Build #17
Automated Linux DS Build #17
Fixed players blur visible behind walls (RUST-1341); regression triggered in
16732
Fixed moon darkening on the horizon; less hacky way to handle the revz case
Managed to fudge in NetworkPlayerInput and PlayerMotor. Proxy not tested but added. Will likely need a little refactor / tidy up.
GoalPlanSettingsWrapper now holds a list of fallback GoalPlanSettings, when fallbacks are provided DecisonMakers will evaluate whether a valid variant can be found for the GoalPlan, creating Decisions for fallback plans if that evaluation fails.
Forcing half res height/slope map until we have decent quarter res precision for foliage displacement
Simple vehicle interaction text edit, pluis removing superfluous meta files.
Unit.Navigation.TrySetDestination robustness
AI Debugger panel moved to BeforeEditorLayout, added to DebugTools
Fixed potential KeyNotFoundException in Senses
Reducing duplicated code. Add character controller reference back in
Got separate Client/Server working correctly (+some minor cleanup). The main issue was that PlayableCharacter.Server would assign a new PlayerState to currentState every tick, even if there were no inputs to process. This meant that often states were getting sent with an ID of zero, which freaked the client out. Also made server only send state when there's new state to send (i.e. <0 inputs have been processed since last time).
Fixed Resources without interaction positional data not being interactable. (InteractionSettingsWrapper.MaxSubscriptions was 0, now validated editor side)
Added interaction HUD message.
Can now move and delete existing decals
Added support for mesh renderers to wearable pooling
Fixed pumpkin not shown on player after initial use (RUST-1340)
Fixed WaterVisibilityTrigger compile error when set to SERVER in the editor