224,813 Commits over 3,714 Days - 2.52cph!

8 Years Ago
Minor change to FollowTargetSettings for easier debugging of distance values AIDesigner won't draw BehaviourChain elements if parent Goal or GoalPlan data is nulled (happens during module switch)
8 Years Ago
Slight tweak for even more sharpness
8 Years Ago
Reset to basic attack in Combat.SetCurrentWeapon when appropriate
8 Years Ago
Fixed motion vectors disabled when moblur was disabled; now checking for temporal-aa as well Experimental tssaa motion based feedback factor scaling (sharper in motion) Switched tssaa sampling to halton_2_3 (8TX)
8 Years Ago
Save, debug for BB reads
8 Years Ago
null parent goal should cause an error now when populating blackboard read list
8 Years Ago
Save
8 Years Ago
reverted to revision before I accidently deleted ragdoll from animal death, no idea how...
8 Years Ago
More of the same
8 Years Ago
AIDesignerLayout.BC_BlackboardRead tweaks/readability
8 Years Ago
Rocket LOS check improvement (RUST-1139)
8 Years Ago
Combat+Callbacks item related stuff cleaned up, SetCurrentWeapon introduced A little CombatAbilitySelectorSettings cleanup Blackboard reads
8 Years Ago
changed walk idle blend time to make it look snappier
8 Years Ago
Check protocol version after the branch since the Steam beta kick message is easier to understand
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8 Years Ago
Automated Windows Build
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8 Years Ago
Automated Linux Build
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8 Years Ago
Automated OSX Build
8 Years Ago
AI weights
8 Years Ago
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8 Years Ago
Stripped logger
8 Years Ago
Motion vector fix
8 Years Ago
Netgraph, disabled by default
8 Years Ago
Navigation cleanup
8 Years Ago
merge from main
8 Years Ago
set anim_speed to take value from MagnitudeXZ instead of xyz to remove y spike
8 Years Ago
Reset target position and reached gate bool in Navigation.Stop
8 Years Ago
Fixed exception on stream.Position
8 Years Ago
Navigation.IsMoving uses MagnitudeXZ
8 Years Ago
merge from main
8 Years Ago
merge from main
8 Years Ago
Navigation Tick back to er, Tick
8 Years Ago
Fixed a buttload of warnings
8 Years Ago
Unit NMA autobreaking on by default
8 Years Ago
Fixed Corpse NRE Fixed Human-Combat BB read AnimationRootMotion toggles NavMeshAgent.autoBreaking on and off ECS LateTick
8 Years Ago
airfield work backup - added splashes of colours ~ airfield hangar final models/LODs
8 Years Ago
Navigation destination reached conditions cleanup, commented out an extra one that we probably dont need
8 Years Ago
Entity.FixedTick actually called by EntityManager Navigation tick logic in FixedTick Fixed a bunch of bad AI data caused by merge in 6105
8 Years Ago
Fixed NotImplementedException
8 Years Ago
LevelBuilder now checks for NRE in planet prefab
8 Years Ago
8 Years Ago
Stopped animals sending network update every few ms for seemingly no good reason
8 Years Ago
Fixed player model state updating too often
8 Years Ago
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8 Years Ago
- Fixed some enemies not having mini map icons - Lowered number of main rooms in asteroid level flow by 1 - Current area fix - Can now press P to auto finish the current level (for debug) - Level loading screen fix - Reworked enemy minimap icon code so play-time spawned-in enemies show
8 Years Ago
FixedTick through manager and ECS code
8 Years Ago
fix nan and made acceleration increase when sprinting and running
8 Years Ago
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8 Years Ago
Deleted the EquipWeaponSelector, because it wasn't a selector Moved weapon mangement behaviours into the Combat-Basic module under a human only Manage Weapons goal
8 Years Ago
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8 Years Ago
b25 speedtree shader update (won't break earlier versions)