199,729 Commits over 4,140 Days - 2.01cph!
Autoturret can now only hold 556 ammo instead of any item
Erased all traces of the old garbage bone armor
phrases/loot/manifest
protocol++
merge into main
Autoturret can now only hold 556 ammo instead of any item
Erased all traces of the old garbage bone armor
phrases/loot/manifest
protocol++
merge into main
manifest
manifest compile fix
Added collider_capacity and renderer_capacity convars (limit the vertex count of collider and renderer batches)
Fixed players appearing with wrong name tag (RUST-1331)
Stricter flyhack detection (RUST-1320)
Merged lighthouse fixes from dungeon_art_3
Added padding to environment volumes to fix tiny gaps when placed by hand
changes to vending machine
Need to be able to test the caves for now underwater
Modifications to a timber mine tunnel block
layout updates on some cave rooms
Let's display the editor error when considerations list is not expanded too.
added gibs to the vending machine
Official server list query speedup
Fixed underwater rendering
Fixed water overbrightness due to background fog
Considerations on some combat related DSEs
Added ConsiderationSettingsWrapper.InvertResponseCurve and hookups
Guitar viewmodel
worldmodel + LODS (now drops model instead of burlap sack)
folder now setup in line with other items
A wee bit of consideration adding in Breeding Instigation AI.
Refactored ResponseCurve to support inverse internally.
Decals now loaded from Item Database
Added more rocks around lighthouse/ network ++
Renamed RemoveUnitTag to RemoveUnitFlag because that's actually what it does
Hooked up consideration response invert to editor drawer
Removed some consideration assets that are no longer needed as a result of the wrapper level invert
Did a bunch of reflection in DataAsset.GetReferences
Goals and GoalPlans can flag their DSE as "allowed no considerations", mostly for player instigated AI (this disables warnings and validation)
Ran scene2prefab to fix missing materials
Cherry picking
16774 - disabling water vis trigger, not ready for server yet
AI Modules can be disabled on the asset level
Disabled breeding and collaboration related modules
may have fixed people sleeping standing up
Commenting out some reflection fuckery that I bokred
fixes to some cave rooms, new cave block corner_up
Adding cave_large_hard files wip
Fallback goal plan preliminary stuff
buildings and level updated
building asset and new shader in a new branch
Added inverse mood stat consideration to Decline Breeding Social Invitation.
Added a "inverse" hint in the list of considerations displayed on nodes in the AI Designer.
Energy consideration added to Common - Collaborations in AI Designer.
tweaking with sleep AI so people sleep and wake up at reasonable times
Added Stamina consideration to Attack (Human) goal plan in Common - Combat - Attacking (though how is this Human specific?)