255,019 Commits over 3,990 Days - 2.66cph!
Fixed dodged attacks not causing the combat state
Automated Windows Build #325
Automated Linux Build #325
CLuaShared::LoadFile_FromDataTable for GAME path now works without files actually existing in the filesystem
Fixed infinite loop in autorefresh caused by circular include() calls
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pistol viewmodel fixes ( clipping on the deploy animation, made the idle point straight ahead )
added footstep sounds to all the sprint animations
fixed looking into fishtrap resetting timer
fishtrap traps faster
pivot orientation was reset on fishtrap gibs
Fix rain surface ambience not playing
Force Player commanded GPV BehaviourChain to report as valid
Fixed go to destination sometimes using the wrong combat ability for range.
Current entity decay state saves and loads on server restart
Decay uses less memory on the server (meaning we can add it to everything)
Building block decay correctly resets when fully repaired
Changed default Standard and Standard spec override shaders to std/rust path
Updated main camera component
Fixed UnitSpawners having the wrong script assigned...
AIDesigner and some other editor tweaks
Fix potential NRE in ItemSpawner, added error log
Added Player AI Module, used as template for player commanded goals
Added AlwaysWinConditon
Updated the fishtrap size (-25%)
check it (in) before I wreck it
Updated Condition and Consideration templates
Condition + Consideration params refactor
AIDesigner+Editor index out of range fix (update serialized property)
Fishtrap models, LODs, COL, Gibs and textures
Icon update, prefab update
smartobject_test topology maps cleared
Added ItemSpawner, cleaned up Zone+Ecology spawner handling
FOR FUCK SAKE rotors database and renaming folder
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow)
Network++ (dev servers might warn when loading a save, but no forced wipe)
Made Combat select basic attack as default ability.
Player created goals recieve a BehaviourChainData package from GameUI's Blackboard (used for radial menu selector queries and conditions)
Selectors, Conditions and Consdierations all take a Blackboard ref in their respective query/eval methods.
DecisionScoreEvaluator.QuerySelectors can be called by external systems to populate any given Blackboard
Added Copy method to BehaviourChainData
Added BlackboardKeys cache to EnumArrays
exported new beep truck lod 0 to unity project, assigned correct materials, deleted unused materials.
UnitSettingsEditor.AddAttachmentPoint also updates existing APs properly
set triggeDodge to off by default
Run attachments + wearables setup on unit view update, not just create.
Changed hand attachment bone setup to use new item_L/R bones
2/2
changed the rootmotion script to be on the anim in the controller, still dosent work with idle though and rotation has to be hard coded in.
added DEF_item_L and DEF_item_R to the human male only (needs to be updated for female and child if we like it)
1 of 2
changed the rootmotion script to be on the anim in the controller, still dosent work with idle though and rotation has to be hard coded in.
added DEF_item_L and DEF_item_R to the human male only (needs to be updated for female and child if we like it)
baked out and added rivets, rescaled truck, re exported
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
Fixed metal facemasks not always protecting against headshots (RUST-849)
Automated Linux DS Build #324
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Automated Windows Build #324