255,024 Commits over 3,990 Days - 2.66cph!
Assign Item.View in Corpse.Create
Removed hack in Agent.Initialize
EntityComponent.PreDestroy
Agents need to listen to other entities being removed/destroyed, that we can clean up their blackboards.
Fixed bad component type in UnitSettings.DefaultComponents
Agent entity removal hack
Corpse tweaks
Blackboard.Contains
Destroy of Entity is now on tick (after all entities have ticked, so can happen after multiple frames).
Editor boxes and a couple of animal sounds added to the data.
Loads of editor bullshit to encorporate the new audio bundles
▄▊▊▌█▉▋▅ ▋▍▍▉▄▄▄ ▍▌▆▋▋▇▋▄▊ ▌▍▍▌▉▅
Item NRE view when view is null, which we now allow
Fixed revz unable to see players name plate (RUST-884)
Pretty sure this fixes any delay between fire animations being triggered.
Removed old BeforeEditor.Refresh method
latest deer that actually exports correctly
got the materials sorted, finally!!
Made an editor for unit sounds.
Unit sounds are now part of a unit's Audio component's Parameters.
Fixed problem with dead characters blocking bullets.
deer has a mesh with the string meat in it to coded in
human female and child attachment item bone rotation fixed
human crafting anim polished
human pickup left and right added human switch item from L to R, R to back and L to back added
unwrapped main and rear on uv2
Renamed convert depth shader (revz) to avoid potential name collision
ItemComponent boilerplate, Corpse component
added beeptruck_lod1 to beep truck scene
created and exported beep_truck_lod1
Set quarry / pumpjack child entity bounds
Removed MorphsParametersDrawer
Continued work on new audio system.
Remvoed duplicate Animation params from UnitSettingsEditor
Editor improvements
Fixed Goto
Editor tweaks
Fixed Combat NRE
Units have all components in their default list