221,900 Commits over 3,653 Days - 2.53cph!
Fixed some missing scripts in overgrowth_dressing scene
Scene2Prefab
Activity data retrieved after creation, not in base constructor
Fixed missing data in Activity
Fixed shitty activity data mapping stuff
Various Activity related refucktoring
Fixed Combat.OnFlagRemoved not actually checking the fucking flag like a prick
Rocket factory / broken windows / interior polish / backup
Added streakCounter to PlayerRecord protobuf
Server now tracks player streak stat
Player instigated behaviour only overrides autonomous behaviour
Combat State added to debug
- Fixed GoalPlanVariant.IsPlayerInstigated not being properly set
- Agent.TrySetCurrentGoalPlanVariant considers player instigation equal to player commanded (break active behaviour if the incoming GPV is either, skip score comparison)
player plays shooting animation when sprinting + shooting
Blackboard.Copy updates keystate cache
Found one cause of stage restart indeterminancy
Navbar links website config
Fixed waiting for a thrown weapon when we shouldn't
Senses LOS check no longer includes Buildings layer
Conditions.HasDesireSettings writes to blackboard
giving up trying to make animals turn be good for now
Senses non-unit entity LOS check has a slightly vertical offset to avoid bad ground hits
UDM only filters BaseEntity.IsUsable for items
Combat Ability changing now handled independently of moving towards target
DSE player instigation debug help
GPV logs player instigated
Renamed main NetworkPlayer classes to NetworkUser
Added test mode
Fixed skid issue
Fixed small culling issue in cave_small_hard
Fix SandboxGameServer.Target.cs
AttackUnit action safety break/end by testing Unit.Combat.IsAttacking flag
Automated Windows Build #745
Skip nested entities when preprocessing prefabs (fixes double preprocessing on monument entities, RUST-1665)
Automated Linux DS Build #745
Automated Linux Build #745
Automated Windows Build #744
Foldout for decision makers in Agent debug drawer