194,192 Commits over 4,079 Days - 1.98cph!
small sound recycle tweak
CalculateConfidenceScore profiler hooks + some editor tweeaks
sleep time consideration should actually work now
Goal.WakeUp and Goal.Sleep both use new UnitSleepTime Consideration
Added new weapon mod world models to bundles
Network++
ConsiderationSettings.Response is now virtual, has access to DecisionContext and Blackboard
Added UnitSleepTimeConsideration which is basically TODConsideration but pulling the inputs from the UnitSettings.Physiology data
Addded TimeRangeParameters, TimeRangeUtility and editor drawer
More labels and a bunch of assets validated with old fields removed etc
FOR FUCK SAKE fix camera fog and linear space color
FOR FUCK SAKE project gamma to linear space for hdr effect
!A image effect, bloom/fog to camera
!A temp skybox
!A particle shader
FOR FUCK SAKE ocean shader sorting for particle sorting
FOR FUCK SAKE trail wip
Disabled pool.player_model by default for now
Network++
Scene2Prefab Monuments & Caves
Fixed potential hole in terrain at cave 4 entrance
Merging building blocks biome tinting to pre-release
Merging building blocks biome tinting to pre-release
red dot sight; fbx, prefab, materials and textures
Fixed window.bars block displaying the wrong materials on LOD0
Doors biome tinting enabled
Lets see that happens if we don't pre-process our asset bundles
Capping lightwells in caves - caves_dressing scene update
cringey female placeholder chatting added
recycler light + texture size tweaks
Added engage range and distance check to AI ship
Refresh item lists after publish
Don't open temporary folder during publish
Open Item URL after publish
Fixed tooltips sticking if owner element disabled/destroyed
Button to hide/show editor
Fixed tooltips going off the screen
Float vars loaded properly
Camera light toggle button
Can zoom by holding down both mouse buttons
AI related asset label validation
Fixed workshop exporting black icons with revz; now disabled during export, nothing to gain from it there
Updated Rust.Global binaries
Building planner world model drop + LODS
Basic FindAttackPosition AI node, ship handling changes.
Barges greybox set models and prefabs
Fixed NRE when sign is destroyed within RequestTextureUpdate delay
Added an EntityHealthPercent lookup node
recycler, textures, lods, prefab, collision etc
ShipMoveTowards AI node now uses a position variable instead of GO
Fixed censorship cube update issues
AI nodes and code for grid lookup of players.
Unified all the entity debug view shit so you can see it when you select an EntityView in the scene/inspector