256,090 Commits over 3,990 Days - 2.67cph!
Trainyard - fixed missing pipe collisions and deadfall
deleting this so I dont re grab it when updating workspace
Agent.DecisionLogs uses FixedArray
Metas, apparently
Char11 racket model, textures and ZTL.
Merge from procgen11.1
Network++
Save++
Splat adjustment of roads and rivers also use editor padding / fade parameters
-conditions and considerations made system serializable in templates, else you could not assign them to a goal.
Disabled foam underwater (camera depth based, won't match surface)
Fixed overly bright foam; raised foam texture's default anisotropic level
Fix for RUST-413 - Various dungeons sewers gaps
- Split gamepad/kbmouse Poll functions to seperate classes
- PlayerShip now adds correct control component at startup based on chosen input type
- Changed the way mouse aiming is handled, now more accurate, less shit.
- Bit of PlayerShip code purge
Removing old rocks prefabs folder
Removing old rock models and textures
Rock_temp folder rename
Was storing the current SmartSubscription on the InteractionPlan, which is owned by the SmartObject... so this is kind of wrong
Moved caching of SmartSubscription over to Agent, and exposed that in BehaviourChain, that we can properly manage unsubscribing from a SmartObject when a BehaviourChain is ended abruptly.
adding jerry can LODs + prefab, textures and materials.
Removed unsubscribe hack in SmartObject.
Added a proper unsubscribe when a BehaviourChain Completes (need to verify that it's enough to just unsubscribe the current behaviour plan).
Updated to standard brdf spec/refl changes in unity 5.3.1p1; touched relevant shaders
- Fixed aiming laser bug, moved the code from coroutines to update
- Yeseterday's changes from p1
Craggy Island update
Savas/Savas Koth update
Sat dish material fixes Hapis
Added unity glcore support (now standard in osx); updated shaders and RustNative binaries
fixing osx compilation; premake4 doesn't seem to recognize 'toolset'
SmartObject's CanSubscribe, when there is a required interaction id in place, we should return whether the incoming interaction id is the one required or not.
Shader updates, Unity 5.3.1p1
- Return null if best decision has a score of 0.
- If we traverse the goal hierarchy, but failed to find a result down one branch, look down another sibling branch, or go up one level and continue looking there. Just make sure we return the new branch result, like we were NOT doing!!!
Deleted some old un-used actions with missing types
DecisionLog twaeks
Fixed some issues with DecisionLog
Distance crossfading bugfix
Fixed dict lookup error, improved consideration logging
Added Decision Log debugger window, allows for stepping through DM ticks for the selected Unit's Agent
Added native glcore support
/Nature/Grass folder stuff.
Allow attaching roofs to the bottom of other roofs again
deer backup before I make some changes that might break it
Cowboy - north east & north west run anims + .meta