202,065 Commits over 4,171 Days - 2.02cph!
prettttyyyy sure this fixes bugs with animations glitching when exiting inCombat bool mode
rotated a bow a little
DebugGraph every time the selected debug unit commits to a new goal.
remade all hex pieces with new hex system and matched up all roads correctly and renamed
Removed usage of id based lookup of InteractionPlans in SmartObject
IBehaviourPlan no longer implements IComparable or exposes an "id" field
Added a "sit at campfire" GoalPlan to the human social module
Added some smartobject info the debug tools window
Updates to Throwable hatchet prefabs/animators/ironsights
Added BehaviourChain DecisionScore to the DebugGraph for New Goal Plan Variant. Red topping for player commands.
adding spear attacks and trying to get them to work(dosent yet)
Tweaked water caustics a bit
Fixed revz underwater thickness
Updated to 5.3.4p6
Fixed some console related issues
Added temporary conditions to AI Modules
Made Sleep Time a bonus consideration on relevant goals
A bunch of AIdesigner tweaks for no good reason
Removed aim condition from stone hatchet animator
Streamlined setup, all three hatchets now use same anims & animator, additional animations deleted, folders cleaned up
Minor SmartObject cleanup
Reworking UDM filtering to better support multiple interaction plans from the same data
Fixed animator warnings on non-throwable weapons
BehaviourChain.CancelSmartObjectReservations is public
SetCurrentGoalPlanVariant cancels SmartObject reservations when incoming variant is not assigned
subscription/unsubscription call balance debug graph.
SmartObject.Unsubscribe tweak
Fixed water catcher physics layers (RUST-839)
Water catchers use RendererLOD
No longer "clean up" SmartObject subscription in BehaviourChain.Break, instread rely on Behaviour.Break to do handle this internally
deleted uneeded hatchet anims
Added OnUnitFlagChange Action
Sleep/Sit Interactions wait for flag change to end
Removed optional "CompleteAtEndOfActionChain" flag from BehaviourPlanSettings
Fixed a bunch of bad consideration data
Disabled player and projectile collision on all farmed plants
Moved graph smartobject debug to simtick, wrapped in editor if defs and AIManager.DecisionLoggingEnabled
re-exported hex city pieces
made craft bashing anim loop
Fixed water catchers using the protection properties of metal building blocks
Few changes to prevent gbuffer occlusion replacement, accumulate changes instead
More LSO changes
Fixed console system fuck ups.
Fixed UnitDecisionMaker creating new behaviour plans...
Set NavMeshAgent.stoppingDistance in Unit.Navigation init
Reduced Agent+Desires momentum drain rate
Re-wrote Desire update bits in Unit.Items component
Building Structure - Water tower - model/LODs/Prefab
Trainyard/WTP backup
Made combat ability range handling more consistent, should fix some issues with combat getting interrupted.
Added a bool to activities to disable notifications.
Fixed some activity stupidity with buildings
Fix for PhysicsEffects error when collision.contacts is empty