201,713 Commits over 4,171 Days - 2.02cph!
Automated Windows Build #742
UnitView not triggers debries explosion when unit dies
Added debris explosion prefab link to all units
Check building privilege at both building block position and player position when rotating, upgrading or demolishing (now works similar to placement)
Removed admin demolish option from hammer (bind "ent kill" to hotkey instead)
Added smoke trail to debris bits
Automated Linux DS Build #743
Automated Linux Build #743
Automated Windows Build #743
Upgrade fix (copy & paste fail)
Adjusted locker deploy / prevent building volumes (RUST-1681)
ItemAttachments can attach any entity type
Moved Item.AttachedToITem to BaseEntity
trying to re add turning and sidestep&backpedal when units get pushed
Fixed UnitView.FaceTarget being shit, now tracks targets properly
WatchTarget breaks when the target can no longer be perceievd
Split UnitDecisionMaker into a partial, cleaned up filtering and added pathfinding filter
Fixed data browser tab NRE when using up/down arrow keys to navigate asset listings
Fixed unit ragdoll toggles breaking selection (was caching the root xform trigger)
Fixed missing attachment data for meat and fish
Rocket factory building / interior / exterior / progress
More control over spawners in Zone
testbox_hunting spawners set up to test cooking
Always stop facing target if we move
checking in proc gen tests here.
Cookable things will actually start cooking now
- Moved a bunch of members out of the Items component and into the DespositEntity Action where their only usage lives
- UnitAttachments.AttachedEntities no longer includes Items
Items attached to other items are included in the Unit.Items list
Machine interaction intention generation can optionally specify a target process settings in InteractionSettings
Draft "cook item on fire" interaction
Renamed a bunch of shit
Added a hack that in BehaviourChain.Add that writes entity from intention to blackboard
fixed jump not playing when character is unarmed
Return of the third-person view.
Fixed animation bug with 3rd-person view in CLIENT+SERVER mode when in vehicles.
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Working on active/inactive character states. Bit broken currently
Fixed death code failing if the owner player wasn't connected.
made getting up from sitting more snappy
Added CookCookableItem Action
Cleaned up Action state handling
LMB up is default interaction, RMB up radial, RMB down default for unit actions (e.g. combat)
Can put code lock on cupboard
Fixed NRE in SetDestinationSettingsEditor
Fix MRE in CacheRagdollTransforms
plastic_wrap generic textures
Reselect and delete hexes