196,990 Commits over 4,110 Days - 2.00cph!
Moved other savas to its own bundle.
added jump ramps and drifting cones to city_2_scene
Fixed stretched river flows in hapis island (RUST-1036)
Enabled sound pooling by default on 64bit systems
Fixed several "Cannot play disabled audio source" warnings
More send/receive of ghost
Automated Linux DS Build #418
WASD for non pad players :(
Fixed players blur visible behind walls; affecting MB and TSSAA (RUST-1206)
WIP send/reveive ghost data
Added GhostEntry class and ClientID helper class
Can toggle truck to truck collision
Automated Windows Build #418
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- Abilities and equipment/weapons now correctly clear again when starting a new game
created 4 different jump ramps
added jump ramps and oil slick max files, added speed camera max files, syncing unity data
FOR FUCK SAKE particles
FOR FUCK SAKE factory rotorz tile/room
!A particle for water/ projectile fade
removed unused animation script
Shader variants/defaults.
Added focus target control to FreeCamera (left click) and settings/mode to DynamicDOF
Tweaks to Sleep behaviours, people should sleep more often...
Fixed some Desire NREs related to DesireFilter
Hacked in quick fix to turn off the "stabiliseTorso" anim bool when sleeping (cc frankeih, see HumanView)
Added an overload for Items.TryPickUpItem that doesn't rely on an animation events + callbacks
Social interactions now give a slight Mood boost rather than a "happy" buff, Happy and Sad Effects are applied using Mood thresholds instead
Added CanStowItem and CanHoldItem Conditions which actually check for the availability of valid attachment points
Fixed issue causing people to continulously try to stow a held weapon that was not stowable (rocks, etc)
Refactored Desires, fixed various bugs with creation and fulfiment, improved debug display and a bunch of other shit I forgot
- Ghost playback fix
- Ghost mission now starts recording ghost data and stops when mission finished
- Copied race mission UI prefab/code as starting point for ghost mission UI
Fixed Senses not working due to bad restricted Item and Resource type definitions data
Rewrote/consolidated Desire weight considerations into a single type
Improved Desire support for various item property definitions
Units are much better and finding and gathering Desired items
Added warnings when a SmartBehaviour can't find a free InteractionPosition on execution
More ghost mission WIP.
Missions now autostart when max players are queued.
Maybe fixed the occasional red error text.
FOR FUCK SAKE water shader/mat
!A bubble particle
FOR FUCK SAKE rotorz tiles/room
- More ghost recording/playback.
Progression widget timeout fix
Fixed NRE in CraftItem action, improved state handling a bit
Need/Vital CurrentValue getter is clamped 0-CappMaxValue
Vital and Need.CurrentValue setter clamp removed, using Mathf.Min(value, CappedMaxValue) instead
Train track biome tinting + some albedo brightness tweaks
Hotfix for the death loading hang.
Effect Triggers can now be disabled for debugging
Merged "right stick camera orbit/pull back for instant180 rear view" to main
Reduced camera orbi speed, made it work better with the low speed exaggerated rotation and added pull back on stick to immediately rotate 180
More audio cooldown stuff