252,193 Commits over 3,990 Days - 2.63cph!
Automated Windows Build #6
Merge fix for CNetChan::SetMaxBufferSize
Automated Windows Build #322
Automated Linux Build #322
Fixed crash in CNetChan::SetMaxBufferSize when current buffer has > 4000 bytes of data
Module data and weight tweaks
DecisionScoreEvaluatorParameters.Weight and AIModuleSettings.Weight clamped to 0-2f
Added Weight to AI Modules, used in DSE.
Module weight exposed in AIDesigner
Removed rejection threshold from DecisionMaker.ScoreAllDecisions and DSE.Score
Blackboard.Tick -> Blackboard.Reset, cache array of keys enum to avoid GC
Blackboard types moved to outer scope, renamed
fixed sentry not targeting some items in peacekeeper mode
Updated procmap benchmark scene to latest world generation
Added extra collider mesh for metal facemask
Fixed standalone compile error
Updated sleeping anim to previous raised version
Ability selection is a little better now.
Door barricade prefabs setup
Slight clutter rock density reduction
Driftwood spawn patch size tweaks
Door barricades models, LODs, COLs, Gibs
No entities yet
Slight bush density reduction
Agent blackboard now gets wiped on tick.
Attempted to factor in ranged / melee considerations to ability selector (doesn't quite work yet).
Some monument loading time optimizations
Updated road scene
New race UI elements
combined beep truck to 11 objects, created rims and tyres high and low and baked, exported to unity scene
fixed heli gibs being destroyed by flames
finally fixed water barrel LOD's and added gibs
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
Fixed that some airfield walls were floating slightly above terrain
gibs meta and lods /try numero two
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
chocolate, cans of food, empty cans of food all stackable to 10
Wild pumpkin and corn spawns are their own separate entities (don't have to be watered, spawn fully grown)
Mushrooms only spawn in forests (on ground where no grass is growing) so finding them is easier
Converted collectable spawn populations to the more balancing-friendly population scaling mode