254,761 Commits over 3,990 Days - 2.66cph!
Added consideration for threat at target's position
Fixed tooltips not working when no Unit is selected
Fixed NREs triggered by tribe create hair color choice buton
Corner mood ball becomes vignette
CombatAlgorithms.CalculateDPS doesn't use chance to hit in it's scoring, for now
Fixed some out of range exceptions
Fixed editor-only deferred mesh decal code intefering with in-editor profiling
Nuked some editor heap allocs in terrain texturing
Fixed warnings in climate
Fixed player mesh rigging sometimes being temporarily corrupted
Added print_rigcache console command
Grids use definitions now
Added Scenes > Menu, UI, Testbox option
Fixed UnitPortaitWidget NRE
Fixed NREs caused by zone init order
Trim placement completed.
Fixed holes, tweaked colliders and glass
Fixed NRE when trying to rotate building block after it was destroyed (RUST-1299)
started adding Grid Data Definition class
Tribe create camera movement tweaks
Grid glypicon for editor
music in transition to game should fade now
Added two new Skills : Skinning and Leatherworking
Bags are now craftable (starting pool) using Leatherworking
Fixed NestedEditorDrawer not showing AssetMenu label
Fixed NestedEditorDrawer's create form spitting errors and saving assets to root folder
Unique corpse item for Bears (no longer carryable)
Fixed OptimizeAnimator renderer set clear
Made it so skill / chance to hit and distance to target (modified by our chance to hit) affect our trajectory / accuracy when using ranged weapons. Certainly needs more testing, but looks decent at low skill levels with the bow.
Fixed NRE when trying to upgrade building block after it was destroyed (RUST-1298)
semi auto pistol damage reduced to 40 (was 50)
Reduced the effective combat range of pistol ammo slightly (from 80 to 60)
Lighthouse polish and colliders
Fixed player commanded click dirt FX sounds not playing (BEFORE-477)
VisualFX can now override volume and pitch for their sounds
VisualFX picks random sound from the list of clips on each play, not just in Setup
Removed GenericEntity (was only used for player commanded "goto" smartobjects)
Replaced player movement command with an Ability that reads from Blackboard Position
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More logging for rig bone caching
Fixed OptimizeAnimator never clearing its renderer set (breaks player mesh pooling)
Save us from NAN. Noticed a LookAt was using new_pos before a NAN check, so put it in there... I'm assuming we don't want to look at NAN values.
DataBrowser: Interactions grouped by restriction
Interaction : Add To Machine is now player command restricted
AI : Human Food module improvements to fire lighting and corpse cooking GoalPlans
If we're feeling aweful, we might have hateful thoughts about someone.
Added BaseBehaviourPlanSettings.IsPlayerCommandOnly to help filter out behaviours that are designed specifically for Player commands from the AI Designer
Chance to hit is used in CombatAlgorithms, formatting cleanup
SkillUseParameters must hold SkillTypeDefintion, not StatTypeDefinition
Editor layout statics cleanup, combat ability editor tweaks
Fixed rig error when prefab pre process is being called twice