241,393 Commits over 3,867 Days - 2.60cph!
Trim placement completed.
Fixed holes, tweaked colliders and glass
Fixed NRE when trying to rotate building block after it was destroyed (RUST-1299)
started adding Grid Data Definition class
Tribe create camera movement tweaks
Grid glypicon for editor
music in transition to game should fade now
Added two new Skills : Skinning and Leatherworking
Bags are now craftable (starting pool) using Leatherworking
Fixed NestedEditorDrawer not showing AssetMenu label
Fixed NestedEditorDrawer's create form spitting errors and saving assets to root folder
Unique corpse item for Bears (no longer carryable)
Fixed OptimizeAnimator renderer set clear
Made it so skill / chance to hit and distance to target (modified by our chance to hit) affect our trajectory / accuracy when using ranged weapons. Certainly needs more testing, but looks decent at low skill levels with the bow.
Fixed NRE when trying to upgrade building block after it was destroyed (RUST-1298)
semi auto pistol damage reduced to 40 (was 50)
Reduced the effective combat range of pistol ammo slightly (from 80 to 60)
Lighthouse polish and colliders
Fixed player commanded click dirt FX sounds not playing (BEFORE-477)
VisualFX can now override volume and pitch for their sounds
VisualFX picks random sound from the list of clips on each play, not just in Setup
Removed GenericEntity (was only used for player commanded "goto" smartobjects)
Replaced player movement command with an Ability that reads from Blackboard Position
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More logging for rig bone caching
Fixed OptimizeAnimator never clearing its renderer set (breaks player mesh pooling)
Save us from NAN. Noticed a LookAt was using new_pos before a NAN check, so put it in there... I'm assuming we don't want to look at NAN values.
DataBrowser: Interactions grouped by restriction
Interaction : Add To Machine is now player command restricted
AI : Human Food module improvements to fire lighting and corpse cooking GoalPlans
If we're feeling aweful, we might have hateful thoughts about someone.
Added BaseBehaviourPlanSettings.IsPlayerCommandOnly to help filter out behaviours that are designed specifically for Player commands from the AI Designer
Chance to hit is used in CombatAlgorithms, formatting cleanup
SkillUseParameters must hold SkillTypeDefintion, not StatTypeDefinition
Editor layout statics cleanup, combat ability editor tweaks
Fixed rig error when prefab pre process is being called twice
Fixed some issues with player pooling (introduced by moving stuff to pre processing)
Humans can now think of others when not actively obsessed with desires (their mood stat has a chance of triggering thinking of someone rather than just conveying their feeling).
Fixed campfire and furnace particle effects playing on spawn
Now, when humans fall asleep, they dream of desires, but when they awake they stop dreaming.
Started on making units dream of desires when sleeping. Just need to reset the text when they wake back up :-P
Previous fix didn't quite cover all the necessities. Hopefully this will make it all work.
Prevent socials from destroying twice when both social end and social break is called (for yet unknown reasons, need more investigation).
UnitCollection must remove itself as receiver for trigger collision events upon merging into a bigger collection (before it destroys itself), to prevent multiple destroy calls.
Moved tribe create a bit further away from world origin to avoid shadows/grass/decor fuckery when transitioning to the selected game zone
Zones can be marked valid for game start
Refactoring a lot of core UI stuff, GameManager startup routines etc