201,676 Commits over 4,171 Days - 2.01cph!
Updated RustNative (with linux sqlite fix)
- The player is now invulnerable for 1.5 seconds after getting hit
adding female player model max file
Optimized ragdoll bone copy
- Added a temporary flash hit effect to the playership when you lose a block of health/shield
First draft over TOD Consideration. It takes a peak hour and a time range to define what score to return.
- Health/shield bars blocks now have empty states
Added asset warmup to bootstrap (needs testing, disabled by default)
- Health/shield bars are now large and flash when losing a block
Enabled read/write on concrete wall meshes
Idle Behaviours should be able to trigger even when there's no other decisions to be made...
Test for null when evaluating for idle behaviours.
...and Decision Context should allow Target be null in calcualting bonus factor.
Asset warmup is now enabled by default
-Finding safest spot consideration in, working a bit with humans vs bears in smartobject_test
-merge with all previous stuffs
Fixed a couple presumtions in Before Debug Object.
-pleasing the bill (removed commented code, and comment that tells you when the movetosafety action fires, added a useful/explainative commit message).
Moved asset warmup to the first time a server is joined
Yet another NRE triggered in Before Debug Tab.
island changes, spawn changes, BMO init fix
-re-added material to projector, IM debug should now work +merge
- Death is now permanent and dumps you back to the title (until there's a propper death screen)
- Added a fullscreen red flash when player is hit
headshot sound overrides hit notification
adjusted hit notification sound
- Made basic plasma projectile chunkier
- Tweaked the starting weapons that are available on the floor in town (placeholder way to get them)
- Target health bar works again (converting all damage to integers broke it)
Trait picker UI respects compatibility, appends cost and compatiblity messages to tooltip text
Optionally hide stat manipulations from tooltips/other UI
store interaction settings in ResourceItemSettings
added GoToRandomSpot to test less safety focused idle movement actions
nuked some old scenes
added a randomised timer to agent idle DM
Fixed possible NRE in Model.SyncBones
Pickaxe sound timing tweaks