193,717 Commits over 4,079 Days - 1.98cph!
Creating a test to test out group switching errors and partial serialization.
Building structures - Silos models/LODs/COLs and prefabs
Powerplant update
Resources are allowed to spawn in cupboard radius
F1 menu dev layer toggles can be accessed by admins as well
Senses no longer stores arrays of SmartObject, but Entity
Added modes to DepositItem Action (Blackboard or Intention)
Added Carried Items to DM target source filtering
MachineCanProcessItem tweaks
MachineProcessSettings stores an Interaction ref, validated in editor
Fixed Group.SetKnownUnits not doing what it should
tidied up road system,
welded and snapped verts to minimise gaps
added sidewalk and made road correct height
added basic materials
Refactored sever init and level loading. NetworkEntities can now self init.
ItemOutput machine process now works.
Senses should take into account actual perception distances now.
Compile fix fix fix fuck off you panda fuck
Sometimes behaviour plan interface ids are not equalling to a smartobject's interaction plan when we would expect it to (their ids are equal).
Refactoring Machine a bit, fixed issues creation/init and inter-process dependencies not working. TLDR : you can cook shit now
render.PushFilterMag/render.PushFilterMin now work with queued rendering
Swapped behaviour of render.PushFilterMag/render.PushFilterMin to do the right things
Added a friendly support calculation for "negative threat", needs testing.
Don't allow player to try and subscribe to a smartobject/interaction that has no available subscription slots.
Animals no longer require the Items component to eat items, or eat from dispensers
RUST-716 Fix - Collision missing on small section of wall
RUST-873 fix monument metal buildings roof transparent (low decor & object quality)
Water Desalinator normal map rebake to be synched with low mesh
Potential fix for some SmartObject reservation issues
First pass at Player created Desire injection (crafting)
TakeFromDispenser Unit.Items NRE catch and console warning
Animals can consume items
Item Craft Desires no longer create Find Item Desires for each of their required crafting ingredients
BehaviourPlanData no longer stores lists of SkillRequirement and ToolType
SkillRequirement is a class
Desires support ToolTypes
Split Building Goals in to new module
Added some basic Social AI modules to humans
TakeFromDispenser NRE fix
Ignore destroyed entities in UDM filtering just to be safe
No longer reset all SmartObject reservations every tick in EntityManager
SmartObject reservation cleanup in BehaviourChain
Removing some un-used SmartObject subscription overloads and params
Don't reserve subscription slots during DM, only when adding the best resulting variant to the BehaviourChain
AI Designer improvements, data save
Abilities in GoalPlan BehaviourChains can now filter by available SmartObject Interactions on their prospective targets, during DM
Added machine item output process (not tested yet).
FOR FUCK SAKE factory prefab for minimap render
Test hex road layout and scene
Fixed revz FX/pixelate (censor) shader + a few others
Actually fixing decision log counts
Exposed EntityManager budget to inspector
DecisionLogGroup fix
Adding method for reflection events
Updated Hatchet throw source
Profile hooks for Agent debug
Only selected agent generates log data by default