201,108 Commits over 4,171 Days - 2.01cph!
Some network entity cleanup
removed trigger from a trigger
Started adding moving and attacking to bears
Full grass displacement rewrite (now faster and better looking, disabled by default for further testing)
Moved deferred decals to rendering folder
Retired displacement layer (no longer needed)
Added shader parameter for displacement height to grass shader + material
added inCombat False to alert idle transition on animals
Reworking how the Breeding Instigation AI Module works, people only have babies if they like each other (may fuck up animal breeding)
Collaboration boilerplate
Added a HasSentPendingSocialInvitationConditionSettings and applied it to the Goal of Breeding Instigation.
Socials now only hold a single sent invitation (might not fully work as intended yet due to difficulty of testing).
Bypass "can statisticall breed" condition, that it reliably returns true every time, to simplify testing of breeding social.
SpawnPopulationSettings item spawn position offset test
Added some basic Socials debug info to DebugTools entity tab
Fixed lighthouse LOD uvs and reduced material number
SocialConditionSettings also checks participant state
BreedingLocationSelectorSettings creates building desires
Removed bad condition from Breeding Response Goal
Removed "flee" button from UnitCommandsWidget
Radial menu works on selected unit again, for dropping items etc
Radial menu can now be used on the ground
Added AbilitySettings.CanTargetSelf
Added a bunch of "Go Here" player command only Abilities
Added renderer device cancel request
Updated native binaries: added dev request cancellation
Simplified breeding AI to make it work again. Now ready for Collaborations integration,
More Collaborations/Behaviour Chain Injector work
Potential fix for crashes when switching servers (RUST-827)
Fixed pvt not disabled in lowest shader levels
Fixed DX9 white player in player preview (RUST-1294)
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Automated Linux Build #429
Automated Windows Build #429
Automated Linux DS Build #429
Basic new character framework
Fixed foliage displacement NRE when leaving server
Fixed all grass appearing displaced with grass displacement disabled
Exposed high resolution terrain height and slope maps to shaders
Grass displacement now also works on big maps
Destructing a building now has a bit more flavour to it.
Fixed all grass appearing displaced with grass displacement disabled (for real)
Reduced resolution of coarse terrain height and slope maps
Added grass displacement toggle to graphics options
Put deconstruction on a tick, that a unit has to hammer at it for a little while before it crumbles.