224,822 Commits over 3,714 Days - 2.52cph!
Decision log shows role score for goal plans
Added Roles.ChangeRoleWeight for cleaner usage
Added Gatherer Role, used by various gathering related goal plans
GoalPlans can now define Role params
UnitSettings.RolesParameters no longer has to define a list of valid roles for that Unit type, instead we use them all via RoleDefinition.Definitions
AssetMenu/AssetList doesnt nest stuff if there's only a single reasonably sized group of uncategorized items (e.g. definitions)
Copied Pal's code-callable-AI-think instead of letting Apex tick the AI
Tweak to Wander Alone chance (from 50% to 25%)
Time events are now repeatable and get rescheduled.
Fixed client collider on PineBare-2 (RUST-1660)
Remove penalties and bonuses to whether we're carrying anything in the fight between gather and deposit goal plans.
Added Restarting, SaveCreatedTime to serverinfo output
Store save creation time in save file (shouldn't break protocol)
Add save creation time to server tags
Refactored ClientInputCmd creations into a single ClientInputCmd.IssueCmd(), AI and player actions now both call this function.
Added UnitMove and UnitAttack AI actions
Building placement snapping to grid
Update server information after restart started
Rock Stockpiles should take small rocks, not big ones (has room for 100 after all, and fits stockpile rocks better)?
Add "strst" to tags if server is pending a restart
Fixed NRE in BasePlayer.GetHeldEntity()
increased Burner attack area size 3->4
moved to a scan & think AI... sheets?
Rocket factory / interior progress / walkways bake
improved store models a bit
Automated Windows Build #675
Automated Windows Build #674
List linux dependencies in build script
Removed MAKE_CC_VERBOSE from linux client builds
high external wall wood lowest lod is now 4 triangles
navmesh path on selected unit when gizmos unit is ticked
Merged in Bill's TOD work. Car lights now change automatically with sunrise/sunset. No manual control, so sync of lights state over the network isn't necessary.
Vehicle headlights can turn on/off via a method.
Added car headlights. Always on right now.
Fixed underwater bubble screen effect continues to play when surfaced (RUST-1658)
Fixed broken scene view when lighting enabled
Merging my physics/collision changes into Main
Fixed potential missing key in UnitPortraitManager
Fixed NRE in PlayerController.EvaluateSmartObjectInteractions
FollowCamera noramlized distance fixes
Reverted dampening scaler
FollowCamera dampening scaled with timescale
fixed large furnace being destroyed when buildings modified nearby