199,318 Commits over 4,140 Days - 2.01cph!
Fixed metal facemasks not always protecting against headshots (RUST-849)
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
baked out and added rivets, rescaled truck, re exported
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)
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)
Run attachments + wearables setup on unit view update, not just create.
Changed hand attachment bone setup to use new item_L/R bones
set triggeDodge to off by default
UnitSettingsEditor.AddAttachmentPoint also updates existing APs properly
exported new beep truck lod 0 to unity project, assigned correct materials, deleted unused materials.
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
Made Combat select basic attack as default ability.
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)
FOR FUCK SAKE rotors database and renaming folder
Added ItemSpawner, cleaned up Zone+Ecology spawner handling
smartobject_test topology maps cleared
Fishtrap models, LODs, COL, Gibs and textures
Icon update, prefab update
Updated Condition and Consideration templates
Condition + Consideration params refactor
AIDesigner+Editor index out of range fix (update serialized property)
check it (in) before I wreck it
Updated the fishtrap size (-25%)
Fix potential NRE in ItemSpawner, added error log
Added Player AI Module, used as template for player commanded goals
Added AlwaysWinConditon
Fixed UnitSpawners having the wrong script assigned...
AIDesigner and some other editor tweaks
Changed default Standard and Standard spec override shaders to std/rust path
Updated main camera component
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
Fixed go to destination sometimes using the wrong combat ability for range.
Force Player commanded GPV BehaviourChain to report as valid
Fix rain surface ambience not playing
pivot orientation was reset on fishtrap gibs
fixed looking into fishtrap resetting timer
fishtrap traps faster
added footstep sounds to all the sprint animations
pistol viewmodel fixes ( clipping on the deploy animation, made the idle point straight ahead )
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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
Automated Linux Build #325
Automated Windows Build #325
Fixed dodged attacks not causing the combat state
Automated Linux DS Build #325
Dodge animation trigger should now get called.
fixed bug with players popping from stand up --> sleeping pose as soon as you walked close to them (the animator was disabled)