199,729 Commits over 4,140 Days - 2.01cph!
added interaction positions to berry bush so you can interact with it
Added UnitCollections gizmos drawing + toggle to DebugTools/DebugToolsObject
Addded DSE validation that spams the console about missing Considerations (currently harmless, does not affect DM logic at runtime)
Updated DSE drawer so that it longer validates selector dependencies when filtering re-orderable list asset choices, instead we print Blackboard read requirements
Added SelectorSettings.BlackboardReadKeys property
Removed old DecisionPlanParametersDrawer
hunting chase music stuff again
Stripped Xp system (properly)
Fixed water-related DX9 half screen darkening issues across all gpu models (RUST-1322)
Fixed DX9 broken motion blur on AMD R9 (possibly others)
Fixed DX9 broken water reflections on AMD R9 (possibly others)
flame turret with textures, materials, gibs, col, prefab etc
adding cave_medium_medium layout and files
adjustments to cave_well_c room jump
Added terrain check system (similar to terrain anchors but without adjusting the position to fit)
Added terrain checks to lighthouse
Fixed that certain inland geographical features only existed on larger maps
Disabled water vis trigger for update/wipe; not server ready yet
Fixed rubberbanding at the outer edges of certain terrain triggers (RUST-1321)
Adding cave_medium_hard layout and files
Updated all caves scenes
Unit collections can elect a Unit to defer all Senses processing to...
Making a little test to easily test this stuff.
Activated water vis trigger in edit mode only, for testing purposes
Fixed tick collision issue properly
Cleaning up unit collection assets and data, all animal collections now used deferred Senses
Knowledge fuckery and entity debug tab improvement.
people can't become tired when asleep
Relying on assumption of perception data keys in Senses test routines because performance maybe ;x
Senses raycast origin, grid position and distance check origin uses collection when Unit is Senses elect
Fixed lighthouse LOD gaps
AI Designer no longer displays GoalPlan list in Goal editor
DSE data zero consideration validation/flag
Added new industrial props
GoalPlan momentum tick is now on game minute, not sim tick, managed by AgentComponentSystem.
Debug rejigging
Fixed river overlap-related reflection issues (RUST-1330)
Tweaked shore alpha fade water material params; touched relevant water shaders
lod2 updated and prefabbed objects
Added a new way of finding the radius of a unit collection that first finds the Bounds of the collection, then use that to get the radius via extents magnitude.
Added some temp character movement back in just for testing in this branch.
Vehicle interaction fixes
Moved some vehicle code from Cars to general Vehicles
Added Recycler
Added Recycler as public works to most monuments
added rope
added ducttape
added gears
added tech parts
added tarp
added bleach
Autoturret can now only hold 556 ammo instead of any item
Erased all traces of the old garbage bone armor
phrases/loot/manifest
protocol++