255,311 Commits over 3,990 Days - 2.67cph!
Only log gib warning if developer > 0
Reduced GC from gibs
- Increased interactaion range for now so I don't have to keep chasing after shit
FA now doubles it size using Array Resize.
Rebaked concrete barrier normal to work with wieghted vertex normals
Fix for RUST-1389 / Top of dome monument buildable
FixedArray will now dynamically increase it's dimension (by doubling its size) every time we run out of space. This only happens in non-unity-editor builds.
Camera now gets parented to ships
SkinId is ulong - network++
Fixed Item.WoodLog default interaction id being 0
Added Is Busy Building Something and Is Busy Crafting Something, that a unit can consider the current behaviour of another unit when making decisions.
A unit will not try to collaborate with someone that's busy doing something else (like building or crafting).
Behaviour.Tick/SimTick don't call Break when target entity is destroyed
Fixes to chat and game scene
Added extra hex prefab
Structure/Props folder cleanup
Human - Movement Mode slot set to Secondary, to mimick Common - Movement Mode.
Human - Movement Mode should probably be set to Movement Management DM type.
Added a Human - Movement Mode specific to humans, that takes thrown weapons into account for movement speed.
ActionSettingsWrapper can now override the description for that action generated by the parent behaviour
Fixed power substation scenes missing SceneToPrefab tag
Improved Scene2Prefab preprocessing
SteamInventory json generation
Log warning when moving entity to group we are not subscribed to
Only log group subscription warnings if developer > 0
Can now centre or find nearest edge for control points
Folder cleanup old crap warehouse until replacement
Warehouses greybox models and prefabs
Pause editor when Steam initialization failed
Renamed trigger anim actions to match their new param types (bool)
Added AIManager.DebugLoggingEnabled
Debug tools hook into player controller deselection, too.
better fix for sebs hack to stop units looking at desitionations when navmesh path is not a straight line from unit to dest
Added global Animation Debug flag in UnitManager, used in Unit.Animation
Entity.IsSelectedForDebug is now set/unset by DebugTools. not the AI Debugger
Fixed NRE when editing item
Added ActiveBehaviourConditionSettings
Fixed uncompressed normals wrong green
converted crafting, hammering and chopping triggers to bools
Fixed Rock skin
Fixed not running culling client/server only components properly (untested)
Fixed Water Purifier skin
Client keeps track of subscribed network groups, warns when something fishy happens
Network++
Energy Consideration curve tweak
TribeMemberActivityTrigger tweak
Play on break for the off animation allow us put it after Consume One, and it looks much better.
Consume from dispenser now looks slightly better, but still not perfect.
Rev 1532 killed ground fx for vehicles. Bringing them back while also keeping Paul's changes.