201,232 Commits over 4,171 Days - 2.01cph!
reverted to revision before I accidently deleted ragdoll from animal death, no idea how...
null parent goal should cause an error now when populating blackboard read list
Fixed motion vectors disabled when moblur was disabled; now checking for temporal-aa as well
Experimental tssaa motion based feedback factor scaling (sharper in motion)
Switched tssaa sampling to halton_2_3 (8TX)
Reset to basic attack in Combat.SetCurrentWeapon when appropriate
Slight tweak for even more sharpness
Minor change to FollowTargetSettings for easier debugging of distance values
AIDesigner won't draw BehaviourChain elements if parent Goal or GoalPlan data is nulled (happens during module switch)
Fixed non-player combat goal accidentally being chosen
Combat+Callbacks OnPickedUpItem checks if we're holding the item before setting as current weapon
Show conditons on module nodes in the AI designer
Reworking combat AI modules a bit, split into movement, fighting etc
Human combat module now contains weapon management behaviours, rather than them living in the common module
Lerp fix, assuming it works without testing
fixed earning xp from eating your own food
Fixed UnitPortaitManager not discarding old textures, yay memory leaks.
Fixed server NRE caused by trying to read clientBranch from out of date clients
Portrait texture destruction cleanup
Fixed behaviour descriptions being generated too early
Combat.OnAttackFire resets current weapon if throwing it
Don't destroy loaded projectile on attack interrupt if it is our current weapon (shouldnt destroy anyway, need proper ammo handling for arrows etc)
Exposed combat base range
FOR FUCK SAKE tweak factory wall texture for better composition
FOR FUCK SAKE rebuild factory/room prefab, fix gap between wall
FOR FUCK SAKE pipe support collision
Player commands always override current behaviour
Tooltip has fixed position
UnitPortaitManager has seperate settings + prefabs for main portrait and tracker balls
no double xp from breaking lootable objects
airfield hangar COLs and prefabs
Fixed shader find FXAA shader; already assigned via inspector
Added default shader assignment
Fix attempt for black cancer taking over the screen when using temporal aa
AI tweaks so that reacting to unseen attackers actually gets picked
Workaround for building blocked everywhere (RUST-683, maybe RUST-1138)
ProjectVersion / ProjectSettings b25 auto updates
Actual fix for temporal-aa black cancer + tiny alu opt
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made dodge dodge less far
Fixed TimeWarning disposal profiler situation
Moved netgraph to Rust.UI
Removed hacky motion vector non-jitter matrix code now that we're on b25; using built-in, fixes issues with viewmodel
for CUI, added Added UI.Ingame.Hud, UI.Ingame.Hud.Under
Fixed GetBetaName exception when steam isn't running (benchmarks etc)
human anim eat with bool isEating
Helk'd it, left a buunch of Debug.Log's in the code
removed random prefabs/models fomr greenbox