221,906 Commits over 3,653 Days - 2.53cph!
Moved graph smartobject debug to simtick, wrapped in editor if defs and AIManager.DecisionLoggingEnabled
Disabled player and projectile collision on all farmed plants
Fixed a bunch of bad consideration data
Removed optional "CompleteAtEndOfActionChain" flag from BehaviourPlanSettings
Sleep/Sit Interactions wait for flag change to end
Added OnUnitFlagChange Action
deleted uneeded hatchet anims
No longer "clean up" SmartObject subscription in BehaviourChain.Break, instread rely on Behaviour.Break to do handle this internally
Fixed water catcher physics layers (RUST-839)
Water catchers use RendererLOD
SmartObject.Unsubscribe tweak
subscription/unsubscription call balance debug graph.
BehaviourChain.CancelSmartObjectReservations is public
SetCurrentGoalPlanVariant cancels SmartObject reservations when incoming variant is not assigned
Fixed animator warnings on non-throwable weapons
Reworking UDM filtering to better support multiple interaction plans from the same data
Minor SmartObject cleanup
Removed aim condition from stone hatchet animator
Streamlined setup, all three hatchets now use same anims & animator, additional animations deleted, folders cleaned up
A bunch of AIdesigner tweaks for no good reason
Added temporary conditions to AI Modules
Made Sleep Time a bonus consideration on relevant goals
Updated to 5.3.4p6
Fixed some console related issues
Tweaked water caustics a bit
Fixed revz underwater thickness
adding spear attacks and trying to get them to work(dosent yet)
Added BehaviourChain DecisionScore to the DebugGraph for New Goal Plan Variant. Red topping for player commands.
Updates to Throwable hatchet prefabs/animators/ironsights
Removed usage of id based lookup of InteractionPlans in SmartObject
IBehaviourPlan no longer implements IComparable or exposes an "id" field
Added a "sit at campfire" GoalPlan to the human social module
Added some smartobject info the debug tools window
remade all hex pieces with new hex system and matched up all roads correctly and renamed
DebugGraph every time the selected debug unit commits to a new goal.
prettttyyyy sure this fixes bugs with animations glitching when exiting inCombat bool mode
rotated a bow a little
Fixed a bug in EntityManager where we would close the tick simulation gate too early (when post-state ticking last multiple frames).
missing from last checkin
Inland terrain source files
█▆▅▍ ▊▌█▍▇ ▌▅▌ ▆▆▆ ▋▋▍▋▅▆▍▆ █▍▅▄▊▅▇
added 3rd person animations for several weapons ( bolt_rifle / smg / m249 / semi_auto rifle / rocket launcher / pump shotgun )
changed some of the player animations to synch up better with the world model animations
fixed attachment points for semi_auto pistol
added muzzlebrake and muzzleboost models / materials / prefabs
Dispenser and VisualFX tweaks
10 game seconds per sim tick
Killed activity console logging
Fixed PlayerTasksWidget reference widget showing after init (hack)
Player's available buildings restricted by InStartingPool flag
Fire FX variatnt for campfire with spit
Corpse rotting, fixed cooking time/state management. Material color changes for rotting and cooking
Corpse dispenser availablity tied to state
Fixed corpse carrying and campfire attachment
Merged in caustics changes from wrong branch
Added caustics wind scrolling + mat param; default = just enough to be noticeable
Added caustics tiling + mat param; default = halved from previous, larger spacing