200,687 Commits over 4,171 Days - 2.00cph!
fixed explosive rounds dealing almost double explosive damage
Added hurt admin console command (takes amount of damage as parameter)
Bleeding is displayed as total damage that will be applied over the bleeding duration
Bleeding rate is 20 damage per minute
Bleed causing weapons add 20 bleeding per 100 damage that was dealt
satchel charge exhibits beancan behaviour (duds etc)
beancan grenades slightly more expensive
c4 sulfur cost reduced by 20%
fixed the multi materials on the double barrel shotgun viewmodel
Influence Maps now use a more generic approach
Agent and DecisionMaker cleanup, added DecisionMakerTypes, renamed old enum to DecisionMakerClasses
Moved influence map debugging update routine to DebugToolsObject and made it listen to the IM component manager event rather than updating every frame
Building placement no longer creates an actual Entity
Renamed DecisionMakerTypes -> DecisionMakerClass
IM debug tweaks, moved DM types enum to file
Fixed some player controll building placement issues
Hopefully fixed Influence Map projector not correctly showing different sized grids
halfed or more crafting time for explosives and gunpowder
armored door is available at level 17 (was 20)
- quick SwipeCity mockup idea
xp earned from bandaging/syringing other players (max 1.0 per user)
xp earned if someone else self heals with your bandage/syringe
shortened bandage other duration
Removing gather diminishing from others, max 2 xp - you'll get it all sooner
NRE Fix when biome/topology map aren't available
Increased the powerplant bottom part draw distance
Started attempt at grabbing grass data for grass grid.
DecisionMakerTypes integrated through game systems data and editor
Started cleaning up various AI modules (building, crafting, shelter)
Added Common Movement AI module on secondary DM and GPV slot
Added human item management module on secondary DM
Fixed issues with building placement views not grabbing biome library materials
▍▅▍▅▄▇ ▍▍▊▉ ▄▊▉ ▌▋▍▉▌▊ ▋▋▇▅▇▍ ▉█▌▄▍▌▆ ▆▋▄▅▊▇▅▉▄▆
AI tweaks, building placement state fix
Actions.PickUpItem creates a fulfilled desire for all items, not just player commanded behaviours
Fulfilled desires also drain momentum, but at a slower rate (25%)
Whoops forgot to save a script
* Fixed a very specific crash with sv_crazyphysics
* Vector() * nil will now error instead of returning empty vector
Automated Linux Build #409
Automated Windows Build #409
Automated Linux DS Build #409
Increased the satdish column draw distance
AI designer and debugger updates, debug tools F2 to open selected entity in AI debugger
Fixed "Open in AI Designer" button not actually initializing the designer properly
Added TerrainBlendExt soft-blend toggle
Rock_cliff_a texture change for a less noisy version
Updated the rock atlas textures to not include AO term and cavity in albedo for a less noisy result
Moved modified tonemapping to third party folder
Merge from main; kept workspace on conflicted items
AI Debugger now shows a logging column for each DM
Fixed camera merge issues
Nuked cinematic effects to avoid conflicting with our optimized version