200,917 Commits over 4,171 Days - 2.01cph!
Removed old gui_popup sound
WorldManager.FindClosetZone de-LINQed
FOR FUCK SAKE commented the debug line in the smoke script
FOR FUCK SAKE playership prefab
ActionSettings must implement BlackboardReadKeys array property, displayed in editor (BEF-311)
Added warning in Items.OnPickUpEvent when the item has been nulled whilst waiting for the callback, which is apparently possible.
Enable gfx jobs in player settings..
Cleanup bundles folder properly when building
Unity launch vars, the same as old builder
Fixed HumanView Update not calling base
Moved human specific animation code out of UnitView and into HumanView
Added p2p_friendsonly ConVar
Tunnel peekaboo glitch fix
Scene2Prefab
Automated Linux Build #406
Automated Windows Build #406
HumanView LateUpdate animation code doesn't run if the unit is dead
EntityComponentManager destroyed components buffer/cleanup at end of tick
Commented out grid manager debug logs
Automated Linux DS Build #406
Projected textures can now be orthographic
Added ProjectedTexture:SetOrthographic & ProjectedTexture:GetOrthographic
Fixed broken Hapis lake waves (RUST-1178)
Added proper lake support in water2; dedicated material, etc
Added edit-time placeholder river+lake materials to hapis
Automated Linux Build #407
Automated Windows Build #407
Renamed UnitView.FaceTarget and removed overload we didn't really need
Fixed Unit ragdolls not inheriting their movement velocity on death
Delete to kill selected units in editor
Automated Linux DS Build #407
Removed UnitInfo because it was stupid
Fixed some issues with entity naming
Entity stores creation time (game DateTime from TOD)
Fixed UnitBehaviourWidget cutting off longer behaviour descriptions
Fixed index our of range in ECM tick
structure placement sfx added
Items have physics re-enabled when dropped by dead units \o/
combatlog correctly displays the latest 30 entries (use combatlog 100 until this is live)
Conditions and Considerations both implement the same BlackboardReadKeys property pattern as ActionSettings
Attempt at fix for TSSAA flickering while changing items (RUST-1186)
Nuked some old cosiderditions (new word)
changed beancan material values
Modal popup hover state fix
satchel charge model, materials and textures
hair movement slimplified and works. need to check see if it breaks instancing. added hair caps under the hair that dont get animation to stop flesh poking out
Fixed revz not default to 1 when client cfg is missing
Remade Zone object in smartobject_test scene, which fixes weird warnings (ty Unity you mentalist)
PositionLerp and BoneFollower no longer conflict with each other on parented entities
Projectiles can be picked up immediately after they hit something
Added non drawing graphic for imageless raycast ui
Updated HUD to skip drawing of invisible fullscreen quad; saved ~0.1 ms
Tweaked motion blur default sample counts to low=8, med=16, high=32; switched to med by default to save 20%
Added AIModuleSettingsWrapper, holds weight, stored in DecisionMakerParameters and TraitSettings
Removed Weight from Goal and GoalPlan data
Nuked SENaturalBloom from third-party since we're only using the dirt textures on our custom bloom
Fixed layer toggle with no name in F1 tools