240,759 Commits over 3,867 Days - 2.59cph!
wave is now point and wave
xp earner from loot crates
Testing assert fix on rock break
Some tweaks for better behaviour at start of the game.
Less waving frenzy.
Less sitting by the fire.
Dreadora - Updates to skinning, added LOD
Test anim source
Unit audio work, tweaked social goal scoring
proper export of the wave anim
added OnAnimationEvent AttackHit to terrorbird, sabertooth and mammoth
Road network generation tweaks
Igor's special triggers material changes / rally meter count
Started refactoring special code
added wip speakers to test_court
created low poly speakers and baked out from high, starting texturing
Automated Linux DS Build #231
Fixed rocks sometimes spawning on warehouse quarry
Fixed floaty arid / beach trees
Automated Windows Build #231
Automated Linux Build #231
* GitSync
* Added CGet->SteamGameServer()
Changed some item slot + pool flags
Removed NavMeshObstacles on bush prefabs because death
Group+Knowledge lazy CanFindItemOfType
Item Desire fulfilment check supports ItemType
Added Socialise goal and "wave at" goal plan
FOR FUCK SAKE missing prefab
▉ ▄▋▊▊▍▌▉▉▋▄ ▌▌████/▅▆▅▋▋▆▋▊▋▋ ▇▆▄▍▆▉/▊▇▍▇▉▋▍▉
▉▉▋ ▊▍▅▊ ▉▌▆▊ ▄▌▍▌▋▍▄▍ ▆▉▇█ ▋▌▇▆▅█
made eyes bigger in prefab blend shape, temp hack will get lost when characters are rebuilt (but super quick to manually change)
Terrain carve was to wide in some dungeons
TOD Time based wakeup at start for cave peoples.
Tweaked Sit By Fire related stuff a bit, but still feels a bit broken.
Dungeon updates - some splat painting over and polish, prefab conversion
Brighter snow biome rock colour @petur
Pipeline pylons collider update
Fixed powerplant chimneys ladder space being too narrow
Fix for RUST-434, RUST-493, RUST-545
Removed dynamic batching from some dungeons rocks
'Add to heightmap' added to open air sewer prefabs
Ocean shader tweaks
Drop items if DepositToBuilding fails (haaaaack)
Building.RequiresItem also checks requirement amount
should play anim when crafting(untested)
- Added floating text for resource depositing (still need to move the triggering out of it out of the action)
- Made a raft prefab
Added a Boost Energy Timer coroutine to TribeStartAre (set to 10 second timer now). This causes the cavemen to wake up after 10 seconds.
- Added IslandDetails static class to get info about the specified island
- Added a new NearestIslandLocator script to camera which broadcasts events when the nearest island has changed
- Added Island info UI to show the resource info of the current island
- Added fade in/out to island info UI
Ocean Placeholder was missing Material reference. I set it to the same as Ocean->Water in Island0001 uses.
Merge from 8_splat_support
Grass tinting support (temp fix)
Added Confidence in Decision consideration to a few goals and goal plans.
sticks rocks and berries have better view offset
Fixed scoring of Confidence In Decision.
Added min/max score bounds.
Added score modifier option to scale the score.
- Removed debug spam from MoveTo action
Massive island got more massive and refactored.
Cleanup