250,506 Commits over 3,959 Days - 2.64cph!
Changed splatmap resolution bias
stone hatchet soft strike sound tweak
Stone external gate sounds + wood external gate sound tweaks
Fixed terrain alpha issues around sewer entrances
New player body fall sounds
Sand and snow impact sounds + grass impact sound tweaks
- Room culler now enables any outdoor lights in any rooms connected to the current room (as well as the current room itself)
first pass at m249 sounds
FOR FUCK SAKE force update asteroid model material
Fixed steam inventory breaking if you have more than 128 items
FOR FUCK SAKE force material on asteroid prefab
FOR FUCK SAKE force update material
hopefully rollingback this file as I checked it in accidently
exposed bones on human rig and added pickup events to the pickup anims
Now handling the copying of content between Agent's GoalPlanVariant and DecisionMaker's variant.
FOR FUCK SAKE asteroid tile set
new human model from petur on a new rig. Some(all) of the animations are very rough or just wrong so to be fixed soon.
human female remains unchanged to use as refrence but will be replaced soon
added human male source files, everything is in animations_misc and human_male isnt used at the moment,
workflow to export lives inside human male animations misc in the text editor that needs to be ran. Slightly hacky, paths are semi hard coded. Actions get exported to unique FBX files if they are in the NLA editor AND unmuted (the little speaker next to the action strip) Then the main fbx with the rig and meshes gets exported if action is set to the one called bindpose when exporting. There needs to be an empty object inside the file or the RIG object dosent get though and so the hirechay is broken by one child (starts with root instead of rig) in unity and animations dont link with the rig.
contains all the items from last checkin of ClothingObj.obj
Fixed RUST-277 - server objects aren't networking their positions to clients
Removed some unused network functions
Cowboy rig - Skinning & problem areas
- GoalSettingsEditor child goal/plans in Foldouts
- Added EatCookedMeat GoalPlan
FOR FUCK SAKE prefab room, recentered asteroid prefab/ divided the rectangular reflection volume in the factory room to 2 square one for tile rotation
!A wip big asteroid structure+test kitbash in the prefab
- GoalPlanSettings.BehaviourChain stores new BehaviourPlanSettingsWrapper, allows for filtering of target entity type for DM
Prototype: Dynamic ambient light and sky reflection intensity for indoor / outdoor environments
melee ranges slightly increased across the board
added a ripple effect to the water bucket when the player moves around
FOR FUCK SAKE prefab room
!A asteroid group model
Automated Linux DS Build #76
combined all underwater world fx into one super prefab.
-merged new bits and bobs about IMs
- BehaviourChain.EnactInteractionDecision uses Decision.Context.InteractionPlan.SmartObject as target instead of Decision.Context.Target
- Ensure all Items which are flagged as Consumable have the Consume Interaction
- Goal data tweaks
Fucking water texture fuck the fuck off
Reset item.removeTime on load serverside, to avoid items falling into limbo
Added input Reset To Defaults
Added mouse blocking canvas when binding a key
Fixed options starting on wrong screen
shotgun shell fires +2 projectiles
handmade shell projectile count doubled, damage halved
eoka spread increased ( less useless)
Basic collider generation. Pretty fast!
- DecisionPlan stored property in Goal/GoalPlan, not a field.
Fixed being able to open chat when it's disabled
Automated Windows Build #76
- GoalPlanVariant creates BehaviourChain
- Added GPV.OnCompleted event
- GPV.Add and GPV.Clear deferred methods for BehaviourChain
- BC no longer creates BehaviourPlans from settings in constructor
- Added abstract BehaviourPlanTypes property to BehaviourPlanSettings