255,056 Commits over 3,990 Days - 2.66cph!
Automated Linux Build #405
* Proper NULL chekcs for most Vehicle functions
Added an Influence component for grid stuff (doesn't actually do anything yet)
Added link to curve functions (for testing/debugging/deeper understanding of how they work).
Resources, Items and Buildings no longer have Stats or Effects
Updated all curve functions in Response Curve.
EntityComponentManager base class, generics, all that good shit.
EntityComponentManager cleanup
Fixed potential issue with commandbuffer ordering
Group stats update every game minute
Actions.Wait no longer uses events (causing GC), instead does DateTime comparison with state's startTime
TrySetCurrentGoalPlanVariant compares GoalPlan data id, not object equivilance!
Behaviours cannot occupy both GPV slots at the same time
ResponseCurve.Sample never uses the AnimationCurve, which is only for front-end visualiation of the function
StatConsiderationSettings exposes MaxAttributeValue for normalization
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Fixed twig strong side not receiving any damage from arrows
Entity Physics callbacks not virtual, individual entity types can implement IPhysicsReciever (which is a shit name)
Benchmark scenes force Random.seed to be identical on every run
VectorUtility.GetGroundHeight tweak
More BuildingViewUtility, BuildingSettingsEditor button to load InteractionPosition editor
Updated AnimalSkin building prefabs, IP data
Fixed duplicate colliders on some picture frames (RUST-1184)
Fixed glow around player preview (RUST-1179)
Converted player_preview lights to spot instead of direct
Added SMAA to player_preview
Improvecd collision mesh setup in BuildingViewUtility
Performance UI widget (f8)
EntityComponentManagers for Agent, Senses, Stats, Effects, and Combat
Removed SimTick from Entity and IEntityComponent
Improved skinned mesh collider performance by doing a trivial reject against the mesh bounds
Added BaseEntityComponent, cleaned up derived types