199,732 Commits over 4,140 Days - 2.01cph!
Fixed some actions that store state not correctly calling their end impl on break
Unit.Items drop/remove handling and Dispenser "pop" both parent items to their parent zone's item container
Fixed taa component position
AI module GoalPlan break conditions use blackboard mode
Probably fixed loot sometimes opening with the wrong panel
Fixed possible NRE's in LifeInfographic
deer alert less frantic and loops
bear alert is the sniffing air one
Buffer UnitFilterSourceArray in UDM
Fixed lit alpha blended shader paths
Button sounds on various UI widgets
Disabled sharpen on taa; already doing it later down the pipe
Replaced anti-aliasing toggle option with dropdown: off, fxaa, smaa, txaa (needs backend/convar work)
Modified dropdown code to allow setting image color on dropdown option (off=dark)
Added some error logs to Fixed Array, like when we try to Add elements when the array is full.
Herds were adding target destinations that were NaN and shit, FA debug logging unweiled it, now "fixed".
Tiny optimization to herd average destination used for fleeing.
Fix for player panel not removing
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More work on getting equipping and stowing ready for prime time, but not quite the yet. These changes breaks main, so pushing to branch.
tweaked a bunch of 3rd person animations to show the player pointing his weapon in the actual direction he's facing
fixed bow world model orientation and hand placement
fixed stupid bug with the eyes looking all fucked up when the player held construction planner
Humans use the other mouth texture, because the DDS file filters poorly from an angle.
Unit damage fx files. (WIP)
extended damage shell up on human male face
RUST-1129 Binds activate when typing in chat and console
RUST-1091 Pie menu red overlay covering
RUST-1128 Assertion failed: Stomping old lifeStory (with repo)
Fixed NRE when using freecraft in the editor
SQLite memory safety
Turned off pool diagnostics (performance)
Node snapping in AI Designer
AI Designer nodes snap after canvas panning too
Minor tweaks to AI Designer drawing
Improved node snapping in AI designer
AI Data save, graph layouts
Removed Emote instance type, now we just reference EmoteSettings
Added Emote Selector
Added EmoteSettings to Blackboard data
Added EmotePriority Consideration
Re-wrote TriggerEmote Action to use Blackboard data
Added gui_shape_dot sprite (petur I think you forgot to commit something)
UI prefab save, fixed missed icon ref in animations
Emotes not longer disabled by item pickup... (may result in some funky object clipping with certain animations)
EmoteSettings.Priority range field attribute
Removed AlwaysWin Condition
Added ChanceCondition
Added some icons to a few abiltiies that were missing them
Added Canivore hunting AI perpcetion checks
Emotes AI goal uses 50% chance condition to make it a little less constant
Reduced Desire activity notification spam by only notifying on intial creation of unfilled desires
Unti info widget never displays empty string, only displays desire text for unfulfilled desires
Don't generate notifications for any fulfilled desires
Debug tools perception tweaks
Skill verbs in StatsUtility
Renamed some Skills
VectorUtility GetRandomInsideRadius optionally includes a GetGroundHeight call
Morale.GetFleeDestination uses above ext method, increased radius
Removed TotalThreatConsideration and it's single usage in "Animal/Territory/Return To Territory" AI
Removed DecorScale and DecorRotate from the berry bush prefab (bad petur)
Removed decor scale/rotate components from fruitbush source prefabs