200,693 Commits over 4,171 Days - 2.00cph!
Switched coverage queries to AsyncGPUReadback; enabled non-windows platforms (testing)
Fixed senses not working after starting a new session (oops)
Sorting out alignment / resizing issues
launcher, shaderapidx9, unicode, compile
resources & menusystem compile
fix IGameConsole casting int to vpanel
html_chromium builds
ServerBrowser builds, client can launch and load into some maps
Working on some event stuff for game modes, but ended up doing a bunch of other fixes and things along the way. Only committing some of what I've done here so this is probably a commit with errors.
fixed detailobjectsystem simd alignment
SensesSystem init in bootstrap
Fixed settlement info UI showing bad value text
Renamed some Rust.Workshop script files so the file names are identical to the class names
Added String.ManifestHash (used instead of GetHashCode for the game manifest / prefab IDs)
CodeGen uses UNIX line endings instead of system ones
Rotated electric poles in the compound
Removed packages we dont use
Removed knock-out effect from hammer & rock weapon data
replaced links to prefab in the scene
scene2prefab
fixed cliff around the quarry on testbox
implemented platform specific mesh builder things
fixed bodygroup offsets
fixed hudmessage ptrs
Fixed role UI labels being highlighted by the build button (gg duplicating text objects with tween components)
Added checks for components to BuildingFilterSet.
IsStockpile condition now checks for the component rather than the category.
Selecting carried items for a container will now skip clothes unless we registered them to the container.
Added powerlines to old monuments
Type consistency for Player.TraceHullAttack, Player.GetObserverTarget, Player.GetRagdollEntity
Player.IsFullyAuthenticated no longer returns the player object by doing something very wrong in singleplayer or for local server host
Type consistency for NPC.GetEnemy, NPC.GetTarget, NPC.GetBlockingEntity, NPC.GIve
CanFindBuildingForTarget now uses group entities instead of knowledge
Crafting failure activity uses goal failure activity generators again, does some special case stuff for tooltip text
Fixed potential NRE in AIAction.Break (check state, shouldnt happen so I added a warning)
Strangers will no longer sit around the fire after leaving
Role assignment activity no longer pops notifications
Return type consistency for Entity.GetRagdollOwner
use correct RAWINPUT buffer size
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Added LeaveGroup goal to the Human-GroupActions module, which is now installed by default and no longer managed by the GroupMember component. People will now leave the tribe using this AI module, and go find another group to join if possible.
Added various group and settlement related conditions/actions.
ItemAction.OnItemActionCallback is static, no longer does stupid check for settings equality