194,415 Commits over 4,079 Days - 1.99cph!
Fixed players blur visible behind walls (RUST-1341); regression triggered in
16732
Automated Linux DS Build #17
Automated Windows Build #17
Automated Linux Build #17
Merged and deleted unneeded stuff.
Merging vehicle interaction chages and some class restructuring. Needs some more work but the basics are there.
Better vehicle enter/exit support in separate Client/Server mode
Added building interactions to possible default interactions.
Right click on a building under construction will create a desire to build said building.
Default Interactions now use a GenericMenu
Cave_large_hard end
Adding Cave_large_sewers_hard files wip
Blackboard key usage injected from module data heirarchy when editing a GoalPlan in the AI Designer
AI Designer layout improvements
Just need to smooth character out a bit more but this works awesome.
Fixed moon rendering black to reflection probe
Updated paint UI
Added colour swatch prefabs
tweaked ambient so it is less orange at 11.6
Blackboard key usage display in GoalPlanSettingsEditor
made TOD lighting a lot better on beep city 2 scene
GoalPlan BehaviourChains can now be edited in the GoalPlanSettingsEditor, not only the AI designer
Scripts organisation
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
Decision layer assigned through DSE data constructor, Conditions/Considerations drawers contextual awareness stuff.
Removed DecisionLayer field attribute
Automated Linux DS Build #440
Added a warning when setting Target as the evaluation target in considerations, since we should only evaluate Target in Behaviour Chain. Not a perfect solution, but better than nothing :-)
Automated Windows Build #440
* Added vgui/gradient-l.vmt
not sure why this was changed
Fixed for errors in CLIENT/SERVER only modes
Missed one file in previous comit apparently
Fixes. The check for space to exit a vehicle is working correctly now.
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
Fix for debug capsule visuals
Basic entering and exiting vehicles working. Exiting vehicle boots player but camera doesn't follow correctly yet.
Vehicles are no longer NetworkPlayers, just network entities
Connecting drivers to vehicles
Still testing to get it buttery smooth...
WIP possibility to set default interactions on dispensers
Minor goal plan attribute fix
Removed [s]/[t] prefix from GoalPlan node consideration display
Fixed a bunch of module data that got fucked due a field rename that unity refused migrate via FormerlySerializedAs ;\
Merge from goalplan_fallbacks