197,427 Commits over 4,110 Days - 2.00cph!
fixing the sewers terrain trigger issue
snow rock materials were missing specmap following changes to terrain splats
More item description fixes and updates
Code generator now produces almost all the output needed.
Player controller command cooldown only on movement commands
Removed IsSelected condition from idle module
Player controller command cooldown ends early if unit gets attack
Refactored some Command shit to be a bit simpler and reduce amount of code in PlayerController
Added UnitIsSelected condition, added to idle module
PlayerController command cooldown system WIP
Added workshop truck prefab
Use GameObjectRef for nested navmesh for monuments.
Adjusted texture resolution curve on the various quality presets, let's see how this looks
Code generator finds and resolves a dictionary of supported types
Excluding some prefabs from asset warmup since they're not always required and will be loaded later when loading the map
Fixed UseTarget not being nulled in InternalReset
Removed some 32bit specific code
No longer save assetwarmup and prefabwarmup convars (should always be enabled, only use for debugging)
Merge from Keep Item Rework
Keep Desire fulfillment if behaviour targetting the use target breaks
renders back facing as black to give solid look to decayed objects
keep desire fulfillment when completing a behaviour
posters scaling, dressing
launch_site scene2prefab
Fixes for RUST-1718 and RUST-1734 : rocket crane issues
cobalt office posters WIP
Starting some Diplomacy enhancements:
-Added a new DiplomaticEvent asset type
-Diplomacy component now keeps track of these events
-Component uses these events to determine relationship level and then hostility level
-Exposed an optional diplomatic event to the Attack component that applies an Attacked event when attacking a member of another tribe (this will probably be replaced with an Activity/Trigger in future)
Trying out a change to ItemActionDesire that stores a UseTarget
A keep desire that has a UseTarget will report that the item is still required rather than clearing when the behaviour changes, this solves the firewood collection issue
Better location avoidance, but paths can still go through avoided locations. Wonder if we can do something like a custom nav area per NPC so they can avoid different crime zones they know about.
People should now correctly gather firewood in an appropriate manner
Somewhat unrelated work, resetting nav area costs correctly.
Added all of the modes ever to DistanceConsideration
Might have fixed weather widget lerping in form the top of the screen
AI avoiding locations they're afraid of
Multi-stick gathering for fire WIP
people will now gather more than one stick at a time to add to the fire
cylindrical/hemisphere helpers that turned out to be unnecessary garbage and a waste of a days work
improved ore hotspot placement significantly
Fixed compilation error in rust/speedtree shaders
Adopt async terrain mesh generation for navmesh grid.
Yet another merge from main