199,236 Commits over 4,140 Days - 2.01cph!
Better location avoidance, but paths can still go through avoided locations. Wonder if we can do something like a custom nav area per NPC so they can avoid different crime zones they know about.
Trying out a change to ItemActionDesire that stores a UseTarget
A keep desire that has a UseTarget will report that the item is still required rather than clearing when the behaviour changes, this solves the firewood collection issue
Starting some Diplomacy enhancements:
-Added a new DiplomaticEvent asset type
-Diplomacy component now keeps track of these events
-Component uses these events to determine relationship level and then hostility level
-Exposed an optional diplomatic event to the Attack component that applies an Attacked event when attacking a member of another tribe (this will probably be replaced with an Activity/Trigger in future)
cobalt office posters WIP
Fixes for RUST-1718 and RUST-1734 : rocket crane issues
posters scaling, dressing
launch_site scene2prefab
keep desire fulfillment when completing a behaviour
renders back facing as black to give solid look to decayed objects
Keep Desire fulfillment if behaviour targetting the use target breaks
Merge from Keep Item Rework
Removed some 32bit specific code
No longer save assetwarmup and prefabwarmup convars (should always be enabled, only use for debugging)
Fixed UseTarget not being nulled in InternalReset
Excluding some prefabs from asset warmup since they're not always required and will be loaded later when loading the map
Code generator finds and resolves a dictionary of supported types
Adjusted texture resolution curve on the various quality presets, let's see how this looks
Use GameObjectRef for nested navmesh for monuments.
Added workshop truck prefab
Refactored some Command shit to be a bit simpler and reduce amount of code in PlayerController
Added UnitIsSelected condition, added to idle module
PlayerController command cooldown system WIP
Player controller command cooldown ends early if unit gets attack
Removed IsSelected condition from idle module
Player controller command cooldown only on movement commands
Code generator now produces almost all the output needed.
More item description fixes and updates
snow rock materials were missing specmap following changes to terrain splats
fixing the sewers terrain trigger issue
Cleaning up output errors
Can Hold Item now checks blocked attachment points
Behaviours can optionally define whether or not they trigger an AI cooldown after being used as a player command, applied to a bunch of stuff
fixing a terrain blend material
creating railways stairs and building collision
Added camp POI
Added support POI icon color from entity/group hostility
Refactored some UI colors stuff
More POI support (optionally use entity name as label)
Desk, computer cabinet, desk texture tweaks
More post-dx9 occlusion culling changes and cleanup
Tweaked fake reflection shadowing
Temporary fix survey charge server compile error
Some camera cleanup, direct unit movement control disabled in certain modes