198,742 Commits over 4,140 Days - 2.00cph!
DecisonMaker.FindBestGoalPlan buffers goal_decision's blackboard data before clearing decisions and creating new ones for goal plans (which recieve the blackboard data properly)
Merge from unit_desire
BlackboardData Set nulls all data
removed scripts and other stuff
Fix cs files that slipped through the subtractive merge
fix for max two owners! (didn't cast to float, derp)
nerfed xp from human meat and minnows
compile fix for Convar.music @alexR
fixed bug where newly placed sleeping bags didn't have a 5 minute delay
revert music2 merge until we can sort asset bundle issues out
revert music2 merge until we can sort asset bundle issues out
Combat AI now uses a "Kill" desire (but there are still some issues)
One more for the server build
Wait after move now 5 minutes
Unit portrait layer tweaks
Increase & randomize time between songs playing
Level up/item unlock notices use the Sound system and are much quieter (still placeholder)
(maybe) fixed invisible items when cancelling crafting
fixed exploit with free items from canceling (!!!)
Fixed level locked items showing up in quick craft
added lights to siren and fixed anim
added police props to unity and animated siren and security camera
TrySetCurrentGoalPlanVariant cleanup/comments
ambient music for 'question' scene at startup
stop animal shiny being too shiny(needs more work)
autoturret no longer costs ak47, costs more hqm instead (cheaper!)
Added game start analytics
Removed momentum from DSE Score, cleaned up and commented Agent.TrySetCurrentGoalPlanVariant
- New area 2 bug enemy
- Sine wave movement
DSE momentum and confidence multipliers applied at the end of the scoring, Goal/Plan "heritage" members removed and replaced with simple data id comparions in DecisionContext.GetMomentum
Hitboxes are no longer affected by the blend weight quality setting
- Reduced Alarm Bot helath from 50 to 40
Fixed trippy/wonky rivers (RUST-1072)