224,797 Commits over 3,714 Days - 2.52cph!
posters scaling, dressing
launch_site scene2prefab
Fixes for RUST-1718 and RUST-1734 : rocket crane issues
cobalt office posters WIP
BaseEntity.DestroyLater uses Actor SetLifeTime to hopefully fix error when destroying using async func
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)
Add ReplicateCullDistance to BaseEntity
Don't init mesh resources on dedicated server
Upload builds with PDBs to symbols branch
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
Check that added objects aren't pending kill in SandboxSingleton
Dispose managed actor object in ActorDestroyed
Merge branch 'master' of github.com:Facepunch/SandboxGame
Dispose managed actor object in ActorDestroyed
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
Check that added objects aren't pending kill in SandboxSingleton
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
Fixed bad event invoking causing bad bookkeeping of interaction position counts
DebugPanel_Navigation shows blocked IP as object field
Added "Near Building or Immovable" Or Condition used in Human/Building/Process Item For Building GP
InteractionPosition.OnTriggerExit tweak
SmartObject.GetNearestUnoccupiedInteractionPosition will return the IP that the unit is blocking, if possible
Various building AI tweaks
Fixed Ambient Temperature Is Cold curve being the wrong way round
Removed old animator trigger from desires widget
Desires Widget no longer deactivates after a timeout
Increased AI tick rate to 20 game seconds (was 10)
OverviewMap lerps scattering density
Reduced map camera edge scroll speed
IsCarryingRequiredTool checks that we have a a free hand
No longer clear desires when issuing move commands
building in rooftops, created lift entrance, created backs to buildings