241,282 Commits over 3,867 Days - 2.60cph!
Empty DMs no longer cause all subsequent DMs to be ignored.
Fleeing is back!
Removed shitty bone finding LINQ from UnitPortaitManager.GetTrackerPortrait
Tweaks to fleeing calculations
Blackboard read/write filtering in AIDesigner, can only read/write to Entity type keys in the scope of BC
Player kill desires being removed also results in combat target being cleared now.
Moved ItemDesire fulfiment out of the Items component and into a callback in Desires
Actions.CraftItem also creates Desires for newly crafted items
Added button to AIDatabaseSettingsEditor to remove unused after find/sort
Removed un-used Goals/Plans/Selectors from the AI database
Combat appears to more or less work now, with some jank still.
[SC] Population is now based on combined RCI growth
Fairly big refactor on ItemDesire.
Probably needs testing a bit.
Removed empty animation event from human_anim_craft/human_craft1
Bomb mission now playable, needs UI work
Cleaned up Desires a bit, fixed a bug that caused incorrect Desires to be created from CraftCommand
loot table adjustments for slightly more infrequent flamethrowers
Fixed PickUpItem ACtion creating desires in StartImplementation rather than the OnItemPickedUp callback
Removed IsHuman field from AnimationParameters
Added button to sort AI modules by weight in AgentParamters editor/drawer
Updated all Unit.Agent data with new modules for core behaviours and movement mode management
stone craft sfx added to anim
DecisionMakerTypes renames, added third type for movement mode management
AgentParameters.OnValidate ensures that all DMs are always defined, drawer updates
Split social AI modules into primary and additive modules
Removed SetMovementMode actions from most Abilities (except the new SetMovementX ones)
Merged in latest temporal-aa changes; less bugs, sharper results
DSE formatting tweaks
Module rename, Unit DM data fixes
Project setting, shader variants
MovementMode AI module tweaks
- Added UpgradeDatabase static class
- PlayerStats now applies upgrades when calculating modified stats
fixed incorrect frame rate and end frames on lots of anims
- Bit more upgrades stuff
A couple of changes to decision scoring.
Cut warpath from music list
Refactored and commented DSE
updates to beancan vm source
- More upgrade system work, definition SO
Fixed near clipping plane sometimes cutting off part of weapon viewmodel (RUST-837)
max condition is now shown on damaged items as a red bar
Rescaled some numbers (no effect other than semi auto pistol damage rounding)
UnitView/HumanView gating animation code in Update/LateUpdate with Unit death flag
Fixed NRE in Influence