198,659 Commits over 4,140 Days - 2.00cph!
Item carried effects actually hooked up :o
Desire params reset
Log warning when normals / tangents of mesh are not matching
Removed overloads for HasDispensable, now uses updated DispenserItemFilter, also recurses through dispensable data
Re-enabled Human/ItemGathering/FindDesiredItem GoalPlan
Big rock uses material type "Stone"
Fixed some bad data in gathering related AI modules
Fixed UnitDecisionMaker running interaction plan filters for non behaviour elements
Senses overlay improvement
Fixed ItemDesire not correctly assigning data on init
TargetFilter 'BlackboardBuildingMaterialRequirements' Desire creation mode now supports both item and material requirements, creates desires for both
UnitDecisionMaker.CreateDesires missing a ! in component enabled check
Fixed zone spawn controls not actually working
Added various overloads for Dispenser.HasDispensable, fixed ItemSettings overload not checking dispensable availability and quantity
Added InteractionsPlans list to Blackboard keys/data
Added DesiredDispensableInteractionPlans Selector
Added BlackboardInteractionPlans mode for BehaviourChainInjector
Fixed GoalPlan editor not pulling Blackboard reads from TargetFilter element Selectors
Removed harvesting related GoalPlans from the Human/Building module
Updated rig with driving model and straighten assist
added 5 temp buildings to unity project
removed duplicate anims and update animevent position
some polish on dual item carrying anims
Senses overlay shows visibility score of target unit
Senses overlay forced for selected only
Senses overlay ignore selected
added sidewalk and vertex colour to dirt hex ramp
added new wip terrain shader
Ai can hear gunshots - which wake them up, and they avoid moving towards them
Actual distance in senses debug overlay
Fixed testbox only spawning 2 people
Fixed batching issue with entities that are both pooled and skinned
Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
Added Spatial.Grid for use in Entity.Query
Recalculated Jack O Lantern entity bounds (RUST-1571)
added happy and sad idles and stopped some happy looking idle variations happen when unit is sad