241,391 Commits over 3,867 Days - 2.60cph!

8 Years Ago
Player default commanded Ability is SetCombatTarget, not Attack Renamed Social "Abiltiies"
8 Years Ago
Fixed missing default abilities on Player prefab
8 Years Ago
Formed some opinions on threat map caching
8 Years Ago
DSE shouldnt be Serializable
8 Years Ago
Meta
8 Years Ago
Moved DSE.EvaluateConditions and QuerySelectors overloads for public use to DecisionScoreEvaluatorsUtility
8 Years Ago
Hold RMB for 300ms will open radial for interactions with target entity, without RMB release Abilties and Interactions are correctly hidden in the UI when appropriate Default target abilities actually work
8 Years Ago
Fixed some climate blending OnGUI hack failing to compile when setting editor to server-only
8 Years Ago
Retired ItemIdentity (no longer used, removes a bunch of overhead) Fixed various issues with player model pooling (still disabled by default)
8 Years Ago
Added an influence consideration to animal food AI
8 Years Ago
WIP on batching and runtime.
8 Years Ago
Split DSE debug into partial, renamed some odd methods Conditions now construct a "failure string" when the DecisionContext they're in is instigated by the Player/UI Conditions can be flagged to "hide UI on failure" in the context of a BehaviourPlan's evaluation WorldManager TOD_Time property is static, uses Instance. pattern that we use in other managers PlayerController refactored to deal with interaction and ability evaluation RMB must be held for a small time (currently 300ms) before a radial menu is shown, a single click will invoke a default interaction command for the target SmartObject. Mulitple SmartObjects will show a radial by default, without the hold timer. Fixed NRE in UnitView.IsTurning setter
8 Years Ago
Updated the whatsnew file
8 Years Ago
Latest scene
8 Years Ago
Updated Beep - Workshop changes
8 Years Ago
More
8 Years Ago
Slide/jump decal textures irradiated sacs textures
8 Years Ago
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8 Years Ago
Missions handled disconnection on client Fixed quit Fixed text chat
8 Years Ago
Reset lerp smoothing whenever entity lerping is snapped to the end point Initialize lerp start position whenever entity lerping is started
8 Years Ago
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8 Years Ago
Merged from main.
8 Years Ago
Added Item Requirements to as part of the Construction Requirements for buildings, that they can both have generic material requirements, but also more specific item requirements.
8 Years Ago
Incompatible traits are now taken into account when setting up traits
8 Years Ago
fixed minimap to create icon if minimap startup is delayed
8 Years Ago
atmos music 26 added
8 Years Ago
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8 Years Ago
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8 Years Ago
Unlock tweaks
8 Years Ago
Changed paint mode return text Fixed dispatcher order Removed Debug option
8 Years Ago
Bad ! on SkillTypeDefinitionEditor
8 Years Ago
More
8 Years Ago
Added a new type of stat manipulator value type, the "reponse curve". Pick the type of curve, and the value you want to modify the curve's response to where the current value of the stat is positioned in it's range. Can be used to modify the impact of a stat manipulator's value by what point of the stat's range the current value is at. (eg. eating a berry when you're really hungry feels more filling than when eating it on a full stomack).
8 Years Ago
Added stabilityqueue and surroundingsqueue convars (time building stability + surroundings are allowed to take)
8 Years Ago
Reset entity position lerp curve when lerping is disabled
8 Years Ago
Fixed players sometimes appearing with wrong name, gender or skin tone (RUST-981)
8 Years Ago
Berries should be much harder to get green fullness from, but current stat manipulator options feel slightly limiting.
8 Years Ago
First building to unlock should probably be the skinned tent rather than mud hut (since you've killed an animal and got pelts to spend).
8 Years Ago
updated textures and props and windows
8 Years Ago
Merging vehicle branch work into the main branch.
8 Years Ago
Decrease minimum time buffer since we want to keep player vehicle driving snappy.
8 Years Ago
Oops, minor fix to the previous commit
8 Years Ago
UI tweens.
8 Years Ago
Vehicle interpolation work complete and tested.
8 Years Ago
SelectableIndicatorWidget tweener tweaks
8 Years Ago
DecisionContext now has a PlayerInstigated flag, to avoid conditions et al creating Desires when we evaluate Interactions through the UI Human Food AI improvements : people will now light the fire if there is an uncooked, skinned carcass nearby
8 Years Ago
ID duplicate validation for AIDatabase
8 Years Ago
Desires unsubscribes from TOD time events on destruction
8 Years Ago
PlaceController building placement guide tweener reset
8 Years Ago
Fixed PlayerController not firing mouse over events in the correct scope Unit.Morale.GetFleeDestination ignores unit perception data if the Unit is flagged as destroyed or not perceived Senses book keeping is not shit