252,346 Commits over 3,990 Days - 2.64cph!
Building Structure - Water tower - COLs & Prefab update
Dungeons backup
Allow mathematical matproxies to execute & override entity alpha/color modulation during queued rendering
fixed testmap issues. Added shit window selection, etc.
Improved fleeing behaviours based on diet and threat level
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Commented out Smartobject subscription count balance tracking in Squiggle.
Goal and Goal Plan's MakeDecision calls now randomly picks among the best decisions diverting at most from best decision by a score of 0.1
Tweaked a bunch of AI data weights
Added sparks to fire particle fx
Fixed bad scale on FX prefab
Added GetRandomDecision to DecisionMaker.
MakeDecision now takes a diversion_from_best value, if not 0 we use the random decision getter.
Added FSM.
Started on FSM impl for Breeding Group.
SetDestination now takes perception of target into account for the combat mode.
broken item mods fall off weapon into player inventory
Arid biome + tod + spawn stuff
UnitCollection null check
muzzlebrake/muzzleboost first pass
broken implementation of attachments coming off weapons
Fix for PhysicsEffects error when collision.contacts is empty
Fixed some activity stupidity with buildings
Made combat ability range handling more consistent, should fix some issues with combat getting interrupted.
Added a bool to activities to disable notifications.
Building Structure - Water tower - model/LODs/Prefab
Trainyard/WTP backup
Reduced Agent+Desires momentum drain rate
Re-wrote Desire update bits in Unit.Items component
Set NavMeshAgent.stoppingDistance in Unit.Navigation init
Fixed UnitDecisionMaker creating new behaviour plans...
Fixed console system fuck ups.
Few changes to prevent gbuffer occlusion replacement, accumulate changes instead
More LSO changes
Fixed water catchers using the protection properties of metal building blocks
made craft bashing anim loop
re-exported hex city pieces
Moved graph smartobject debug to simtick, wrapped in editor if defs and AIManager.DecisionLoggingEnabled
Disabled player and projectile collision on all farmed plants
Fixed a bunch of bad consideration data
Removed optional "CompleteAtEndOfActionChain" flag from BehaviourPlanSettings
Sleep/Sit Interactions wait for flag change to end
Added OnUnitFlagChange Action
deleted uneeded hatchet anims
No longer "clean up" SmartObject subscription in BehaviourChain.Break, instread rely on Behaviour.Break to do handle this internally
Fixed water catcher physics layers (RUST-839)
Water catchers use RendererLOD
SmartObject.Unsubscribe tweak