241,357 Commits over 3,867 Days - 2.60cph!
Added MissionPoint class to allow special mission tagging of mission points
MissionManager mission point find functions can now specify an optional type (defaults to all)
Actions hold reference to their state where appropriate
Actions can override Tick
Factory enemy spawn pack tweaks
Added pooling support to storage containers and doors
tortise first pass, need to rename to tortoise..
SetDestination : when in SmartObjectInteraction mode wait for the UnitView to turn and face it's target target on arrival before calling action.End()
MissionPoint now has an index property
Added GhostEntries class as a matrix lookup table of saved ghost entries between all mission points.
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
Added large (Reliable, fragmented) channel to SimpleNetwork
Ghost missions now uses large channel
Fix for ghost data not attempting to send correctly
Moved other savas to its own bundle.
added jump ramps and drifting cones to city_2_scene
Fixed stretched river flows in hapis island (RUST-1036)
Enabled sound pooling by default on 64bit systems
Fixed several "Cannot play disabled audio source" warnings
More send/receive of ghost
Automated Linux DS Build #418
WASD for non pad players :(
Fixed players blur visible behind walls; affecting MB and TSSAA (RUST-1206)
WIP send/reveive ghost data
Added GhostEntry class and ClientID helper class
Can toggle truck to truck collision
Automated Windows Build #418
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- Abilities and equipment/weapons now correctly clear again when starting a new game
created 4 different jump ramps
added jump ramps and oil slick max files, added speed camera max files, syncing unity data
FOR FUCK SAKE particles
FOR FUCK SAKE factory rotorz tile/room
!A particle for water/ projectile fade
removed unused animation script
Shader variants/defaults.
Added focus target control to FreeCamera (left click) and settings/mode to DynamicDOF
Tweaks to Sleep behaviours, people should sleep more often...
Fixed some Desire NREs related to DesireFilter
Hacked in quick fix to turn off the "stabiliseTorso" anim bool when sleeping (cc frankeih, see HumanView)
Added an overload for Items.TryPickUpItem that doesn't rely on an animation events + callbacks
Social interactions now give a slight Mood boost rather than a "happy" buff, Happy and Sad Effects are applied using Mood thresholds instead
Added CanStowItem and CanHoldItem Conditions which actually check for the availability of valid attachment points
Fixed issue causing people to continulously try to stow a held weapon that was not stowable (rocks, etc)
Refactored Desires, fixed various bugs with creation and fulfiment, improved debug display and a bunch of other shit I forgot
- Ghost playback fix
- Ghost mission now starts recording ghost data and stops when mission finished
- Copied race mission UI prefab/code as starting point for ghost mission UI
Fixed Senses not working due to bad restricted Item and Resource type definitions data
Rewrote/consolidated Desire weight considerations into a single type
Improved Desire support for various item property definitions
Units are much better and finding and gathering Desired items
Added warnings when a SmartBehaviour can't find a free InteractionPosition on execution
More ghost mission WIP.
Missions now autostart when max players are queued.
Maybe fixed the occasional red error text.
FOR FUCK SAKE water shader/mat
!A bubble particle
FOR FUCK SAKE rotorz tiles/room
- More ghost recording/playback.