199,268 Commits over 4,140 Days - 2.01cph!
BehaviourChainElement.Entity is now "optional", as is the Behaviour constructor's Entity parameter
Player pullback fix (merge error)
- Can now play straight into Testbed scene with the selected room from Editor loaded. Player collision auto disabled in testbed scene. Returns back to previously loaded editor scene when play is stopped.
- New options in the custom Play window
Added procmap.pvt benchmark (should this be enabled by default, or should we get rid of it)
Merged ambience & warmup benchmarks to main
Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
- Testbed now stores lists of rooms by tileset and tilesets by area
Started adding camera modules and input modules.
Fixed another UpdateLookingAt performance issue (RUST-653)
Hit tests can specify whether or not multiple hits on the same skinned mesh collider should be returned
- Can now press R in testbed to regen and restart the current room
- Reworked some level building code
- Laser turrets default to not changing direction
Powerline pylons b and c (variations)
- Added a turret missile tile to Rotorz
- New factory room and tweaks th others
created much of interior of truck, including roof, side pannels, upper and floor, seat, dashboard, dials.
Call SetHierarchyGroup in standalone too
Re-added ambience & warmup benchmarks
Working through the shit list.
- FactoryRoomD gameplay changes
Movement effects fixes (movement types enum fucked up the data)
Minor Player Task cleanup
EntityConditionFilterDrawer fix (was trying to display old ResourceFilterSet)
Removed EatFromAnimal, EatFromResource Abilities, replaced with "Find Best X"
- FactoryRoomC gameplay changes
Fixed some network lag issues, experimented with some aesthetic style stuff, changed player's starting size
forgot to disable to debug cheats
Tilt now plays nicely with zoom (only keyboard for now).
Added more filtering options in BehaviourChainWrapper
Added orbit back in and fixed double click camera move.
- Added factory rooms H and I
- Room tweaks
- Reduced spawn cost of some enemies
- Reduced spawn weighting of spikeys
Removed DispenserItemFilter from TakeFromDispenser Action
AI Designer : added module creation, improved module selection and node editor hookups
Added some new AI modules, assigned to various Units
Player camera prefab tweaks, reduced clip plane
- Reduced entity wander range
- Added FactoryRoomK
- Patchers fire less per burst
- Tools now auto save scene after updating prefabs instead of prompting to save
- Changed camera offsets from -135 to -190 so the camera sits slightly further to the bottom of the ship
- Added multiple exits to rooms
Adding another powerline pylon variant
No build zone edit on powerline_d
Added distance markers to race UI
merge from dungeon_art (industrial buildings, cooling towers, powerlines)
merge from dungeon_art (industrial buildings, cooling towers, powerlines)
- Projectile fix
- Made laser link better