199,327 Commits over 4,140 Days - 2.01cph!
- New Teleport enemy ability + placeholder effect
- BaseMovement speed modifier reduction is now clamped to min of 0 for enemies and 0.5 for player
- Enemies can now pick any enemy ability, not just from a selection of 3 per mission
- Removed generation of 3 enemy abilities at mission creation and display text on mission screen
Player goal momentum set to 1.5f
GPV.Reset doesnt nullify the goal plan or stop momentum
Find weapon ability doesnt search by tag but uses IsWeapon check instead
Removed debug lines from Unit+senses
Fixed potential navmesh issue error in unit + movement
Fix for RUST-543 / Codelock was under toptier door collision proxy
pumpkin plants live a max of 7 seasons
pumpkin plants die after being harvested 3 times
- Tons of gameplay changes
Dumping item items and info in Bundles\items automatically (for people making websites, mods etc)
- Renamed Floor static class to WorldCollision and added WallTest(a, b) function which returns true if there's a wall between the two points
- Teleport enemy ability now tries 5 times to place the enemy within the specified radius and inside the level, else it bails out until next teleport attempt
- Fixed bug with weapons/launchers with a damage range always doing max damage
Fixed lookingAt accuracy issues (door vs lock, nearby boxes etc)
Fixed sitting/resting state issues in interactions/effects and the human animator
Tweaked pumpkin + corn plant lod levels
- Fixed BaseProjectile bugs
remove emissive part(ambient/fresnel)
- Increased spawn cost of Bouncer from 2 to 3
- Rebalanced some weapons now I've fixed some bugs that made them worse than they should have been previously
Fixed "Before/VertexLit Blended" ambient lighting
- Ability balance changes
- Made some test pipe rooms
- Made a factory pipes flow/archetype/everything else
- Test pipe mission
- Rebuilt factory tileset
Igor - smash body & stretch anims
Igor - smash body & stretch anim source
Cowboy - dive updates
Pre HDR-lighting unfuckery backup commit
Tweaked TOD settings quite a bit, ambient should be better
Fixed IsCarryingItemCondition not actually being implemented!
Added seperate Interaction for butchering/harvesting an animal
Added more conditions for unit diet type, herbivores will no longer eat meat, carnivores no longer eat berries
Added FoodTypes and data to ConsumableParams
Changed species dietry preferences to a weighted list of FoodTypes, updated considerations to score against this list rather than item ID
Updated all consumables with better effects and FoodTypes
Updated all species dietry data
- Now defaults to m/k controls when bypassing control select screen in editor
new atlas and move animals and human male items to it
new human male items, first pass to see how everything works
mouth test for human male - trying this
may have broken something on bear hat with merge?
Updated species data that i forgot to save
SpawnPopulationSettings supports SmartObjectSettings
Shrubbery and rock/cliff values
Make colliders on smartobjects without views a bit bigger by default
Skin shader tweaks
-grazing goal and interaction
- More pipe dungeon work
- Screw you damage increased to 2-5 from 2-4
Fixed missing collisions in military tunnels after LOD'ing
Added UnitDietConsideration
Added Graze interaction to Grazing Point SO, replaced GoTo action in the chain with GoToInRadius (25)
Added SmartObjects to debug spawner
Bear material tweak
Graze interaction tweaks, hooked up some more states in the generic animal anim controller
Craft window/hud boilerplate
exported WW combined meshes and textures
added new combined materials and meshes to new ww court (ww_combined)
reduced tris, combined textures, changed shadow distance and set many objects to static.
Removed some old materials, more to be removed later.
Tweaked DOF and other camera scripts.