201,214 Commits over 4,171 Days - 2.01cph!
Tweaks for heli / turret LOS checks with chainlink fence (RUST-1044)
replaced female select vox
Made blueprint corner status indicators neater
- Added Behaviour Designer
- Reimported some old stuff to fix errors after adding BD
AIDesigner cleanup, layout class
fixing bugs, some ui tweaks, added invert mouse option
Added some different building types. Fixed the stair cutting case.
replaced and added female vox deselects
LSO: Fixed decal materials not receiving LSO
LSO: Fixed state not saved to cfg (RUST-1051)
LSO: Added intensity param set to 0.9 to improve balance between darkest and lightest
LSO: Fixed height normalization error
LSO: Added max height map size (4096)
Added Desire creation support to BehaviourChain Selector elements, exposed via editor and handled by UnitDecisionMaker (no longer hooked up in DSE/DecisionContext)
Desire no longer stores DesireParameters, instead derived types store data as properties
Removed IDesire interface since base Desire no longer requires generics
More LSO tweaks: reduced bias, now more pronounced everywhere, increased radius and exponent
Rebuilt plugins, updated launcher with eac client dll
Desire creation allocation avoidance in actions
Fixed UnitViewUtility not updating prefabs from source correctly
Audio file metas
fixed issue with some of the female clothing having "Madonna tits"
Added timeout to package collision
Desires data properly assigned in Unit.Desires.AddDesire
Desire.Equals overloads compare DesireParameters rather than Desire
ActionState reset handling/cleanup
Fixed Wait Action state handling causing errors
- Started porting the simple AI to Behaviour Designer as a learning exercise
Clamp Unit senses radius to 75, fixed scale of the trigger itself
feature complete ownership functonaility (unless its broken )
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Some minor cleanup to the combat ability selector code and a suggestion/comment.
made ragdolls stop glitching when scale is not 1
add force to correct bone from correct distance in ragdoll when hit by arrows(has some other problems)
EAC hashtool config updates
Temp caching target for slightly better readability.
Removed range check for ranged attacks when shooting.
Benchmark results use a truncated average instead of plain average
Rendermode benchmarks
Lets only clean up the dead after Post state of sim tick
Moved tick of Effects away from Sim Tick.
Fixed moving to target Abilities not having access to current combat ability
Action.BreakChain renamed to Break, logs on break when agent.Entity is selected for debug
UnitCollection now has a proper data type (UnitCollectionSettings)
fixed item description text
Unit collections tab in data editor
Fixed bad field instantiation in UnitSettings
Removed another range check for ranged abilities