199,622 Commits over 4,140 Days - 2.01cph!
refactored Session.StartNew to consolidate it with StartNewFromExisting
Zone component can optionally define a default game mode for playing the scene in editor
Fixed warehouse exit in LS
bin models/Prefab/Textures
Campfire interaction positions
AsyncTerrainNavMeshBake for Pål
building in rooftops, created lift entrance, created backs to buildings
IsCarryingRequiredTool checks that we have a a free hand
No longer clear desires when issuing move commands
OverviewMap lerps scattering density
Reduced map camera edge scroll speed
Desires Widget no longer deactivates after a timeout
Increased AI tick rate to 20 game seconds (was 10)
Removed old animator trigger from desires widget
Fixed Ambient Temperature Is Cold curve being the wrong way round
Various building AI tweaks
InteractionPosition.OnTriggerExit tweak
SmartObject.GetNearestUnoccupiedInteractionPosition will return the IP that the unit is blocking, if possible
Added "Near Building or Immovable" Or Condition used in Human/Building/Process Item For Building GP
DebugPanel_Navigation shows blocked IP as object field
Fixed bad event invoking causing bad bookkeeping of interaction position counts
Yet another merge from main
Adopt async terrain mesh generation for navmesh grid.
Fixed compilation error in rust/speedtree shaders
cylindrical/hemisphere helpers that turned out to be unnecessary garbage and a waste of a days work
improved ore hotspot placement significantly
people will now gather more than one stick at a time to add to the fire
Multi-stick gathering for fire WIP
AI avoiding locations they're afraid of
Might have fixed weather widget lerping in form the top of the screen
Added all of the modes ever to DistanceConsideration
Somewhat unrelated work, resetting nav area costs correctly.
People should now correctly gather firewood in an appropriate manner
Better location avoidance, but paths can still go through avoided locations. Wonder if we can do something like a custom nav area per NPC so they can avoid different crime zones they know about.
Trying out a change to ItemActionDesire that stores a UseTarget
A keep desire that has a UseTarget will report that the item is still required rather than clearing when the behaviour changes, this solves the firewood collection issue
Starting some Diplomacy enhancements:
-Added a new DiplomaticEvent asset type
-Diplomacy component now keeps track of these events
-Component uses these events to determine relationship level and then hostility level
-Exposed an optional diplomatic event to the Attack component that applies an Attacked event when attacking a member of another tribe (this will probably be replaced with an Activity/Trigger in future)
cobalt office posters WIP
Fixes for RUST-1718 and RUST-1734 : rocket crane issues
posters scaling, dressing
launch_site scene2prefab
keep desire fulfillment when completing a behaviour
renders back facing as black to give solid look to decayed objects
Keep Desire fulfillment if behaviour targetting the use target breaks