199,201 Commits over 4,140 Days - 2.00cph!
locked state for map editor
Attack/eat position fixes
Bunker door prefab and placement
Boar/Chicken/Wolf boilerplate
Fixed OnSendNetworkUpdate not being called when an entity has no subscribers (for EntityFlag_Toggle, RUST-1567)
Target filters for buildings, campfires etc use Distance as a bonus rather than a consideration
Conversations component boilerplate
Enabled entity pooling on furnaces, campfires and light sources
Updating itemcontainer + looting
fixed up broken hex blocks. working on 18
Enabled pooling for decorative entities (rugs etc)
Shelves use DecorDeployable and support pooling
made map file bar a prefab
Enabled entity pooling for sleeping bags
Enabled entity pooling for tool cupboards
Launch site greybox progress + puzzle layout
Let's not create generic find desires for building materials.
Fixed RichText not working in GoalPlanSettingsEditor Blackboard read/write display
Added more Conversations component boilerplate, ConversationsComponentSystem, sample data
first cover pass around core
Added left/right hip attachment points for humans, re-made view prefabs
Fixed all shader warnings related to the use of UNITY_MATRIX_MVP and UNITY_MATRIX_MV
Added fuzz mask option to cloth shaders
lowered cost of netting
stuck objects/decals on spinner actually spin
people no longer stop upgrading buildings every tick
Fixed connection issue
Adjusted collision impacts
No longer possible to add upgrades to a building whilst one in under construction
Added ItemIntention keyword, minor keywords refactor
Removed SmartReservations as a concept
Fixed missing ragdolls on humans
Replacement radtown stuff
ValueOfItemToMachineSettings -> ValueOfItemToBlackboardMachineSettings
Building addon progress in building hovered indicator, can't build addons and upgrades at the same time
Building construction state progress now better reflects required materials and construction time remaining