244,583 Commits over 3,898 Days - 2.61cph!
Test for null when evaluating for idle behaviours.
Idle Behaviours should be able to trigger even when there's no other decisions to be made...
Enabled read/write on concrete wall meshes
- Health/shield bars are now large and flash when losing a block
Added asset warmup to bootstrap (needs testing, disabled by default)
- Health/shield bars blocks now have empty states
First draft over TOD Consideration. It takes a peak hour and a time range to define what score to return.
- Added a temporary flash hit effect to the playership when you lose a block of health/shield
Optimized ragdoll bone copy
adding female player model max file
- The player is now invulnerable for 1.5 seconds after getting hit
Updated RustNative (with linux sqlite fix)
Possible linux/sqlite fix
Increase the distance gunshots are audible from
Make bullet impacts audible from farther away
Rocket launcher volume fixes
bunch of lootspawn table changes
bone and wood armor no longer default
Weapon deploy, swing, and reload sound polish. Loot barrel sound polish.
updated hitbox damage scales
adjusted some viewmodels to have snappier aiming
adjusted some muzzleflashes to not occlude targets
added some new muzzleflash sprites that look more random than the previous.
added a relaxed gesture for the 3rd person rocket launcher idle
Added lighting normalization factor to VertexLitBlendedCustom; helps with opacity when overlit
Updated topology layers
Repainted greenbox, smartobject_test, wip island 01
Spawn tweaks
Added tall pine spawn
Removed error in Resource regarding two interaction requirement (resource does not require two interactions cc ptrefall)
Sleeping bag no longer teleports the player, then respawns but instead uses a respawn overload
Fixed protocol mismatch messages being reversed
rexported animals with proper skin mesh names
Added HSB color type
Added back ScionPP editor scripts
Added some human color params to BiomeSettings
Added Color.Variaton()
Added WeightedColor
Skin shader tweaks
Cleaned up old crap from ColorUtility
HuamnView handles randomsiation of hair and skin materials per Unit (not optimal)
Added Idle Move Interaction and DSE.
-removed comment, preventing Bill shouting
Agent+DM will now add a new smart behaviour for the idle behaviour interaction.
-influence map display is customizabler
-a new 'debugInfluenceMaps' tickbox in the Debug window visually projects influence maps atop the zone.
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