250,570 Commits over 3,959 Days - 2.64cph!
Fall damage sound tweaks
Only play fall damage sounds when taking 20+ damage
Momentum now part of DecisionPlan rather than GoalPlanVariant, though it's still from GoalPlanVariant that we traverse the momentum tick all the way up to the top goal.
- Mission select screen now interactable with mouse, can start missions.
swimming cleanup, unified values for swimming/headunderwater
Fixed water refraction back projection in GL/OSX
Changed standard blendlayer shaders to preserve masked albedo detail; traded for normal map in lowest LOD (#325)
added new grass skirt to temple court
added grass skirt and new outer floor with new grass shaders, removed blue lights.
Cowboy run north loop source
- TownInteractable works with keyboard
Check antihack whenever players try to damage something (antihack.playerdamage convar, defaults to false)
Added antihack.objectplacement convar to toggle object placement verification (defaults to true)
- Cursor no longer hidden by default, need to toggle.
- Title screen buttons now work with mouse
Melee weapon damage distance check sends message to player when rejecting an attack
Lifestealer gets recycled / removed at end of point
Hacky PlayerController goal creation test
Removed Momentum from Behaviour, now only carried by GoalPlanVariant
-some missing bit plastic had not realised existed
-tribe now ticks
-tribe checks for items and their quantities amongst all known items, making a list of currently known eligible ItemSettings and their numbers
-tribe compiles a list of currentlyCraftable items (means items whose basic components are available, no consideration given to needs for skill or tools)
-UnitCanFindToolConsideration was killed, and swapped with a CanFindOrCraftTool condition, which is much much prettier, by using the above functions
Stability is now encapsulated into a StabilityEntity
Doors, shutters and embrasures use the new socket based stability system
Fix for RUST-164 and RUST-318
BehaviourChain.End accessibility fix
- Removed BehaviourStack, renamed Agent+Behaviour to Agent+Abilities
- Removed FindItem Action
7 'deselect' male vox added
Current goal will now be checked for whether it's equal to the next goal, or at least force it to end before we replace it with the new goal.
- Added BehaviourChainElement
- Refactored BehaviourChain.Add, Decisions no longer leave DM
- Removed Behaviour constructor overload, made target optional
Fixed inputs for non standalone platforms
removed prefab
updated controller
Added life steal modifier
Remove null check in BehaviourChain.CreateInteractionBehaviour
Replaced amtospheric music 001, changed tags on 018
- Fixed some issues with Building interactions being incorrectly disabled
- Some EntityComponent refactoring, added IEntityComponentSettings so EntityComponent uses a common type for settings
Updated custom speedtree shaders to 5.3
More fixes for lag exploits (RUST-315)
Replaced obsolete material block calls
Updated standard brdf to 5.3 (needs complete shader reimport)