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GoalPlan break condition debug log is gated by AIManager flag
DepositEntity action detachs items attached to the item being deposited, where applicable
CookCookable machine process overrides RemoveEntity and cleans cookable state
Mailbox. fbx/textures/prefab/materials/gibs
Tier 2 workbench. fbx/textures/prefab/materials/gibs
small stick can no longer have items attached to it
Entity debug drawer reflection fuckeries
Removed UnitCanPathfindTo condition
▊ ▍▆▍▅▍▉▅ ▌▄▉▊▅ ▅▇▉▍▇, ▅▅█▅▆▆ ▆▍█▅▅ ▌▌▋▉▇█▇▇ ▆█ ▌▉▅▆
Client and server ids now seem to be the same. Supressed spawning of pre allocated entities.
UDM filtering skips over BaseEntity.IsUsable == false
More debug fuckeries
Removed UnitSpawner context menu (use Animal or Tribe)
Fixed AnimalSpawner not calling base.OnValidate
UnitView rotation doesnt set animator "IsTurning" until we've actually started turning
Fixed various items having wrong attachment points (caused by earlier enum re-ordering)
Separate texture for bone manipulation scale
Sort components drawers in EntityDebugDrawer
Debug output for SRCDS collection info
Crowd test merge fuck fix
Foldout for decision makers in Agent debug drawer
Automated Windows Build #744
Automated Linux Build #745
Automated Linux DS Build #745
Skip nested entities when preprocessing prefabs (fixes double preprocessing on monument entities, RUST-1665)
Automated Windows Build #745
AttackUnit action safety break/end by testing Unit.Combat.IsAttacking flag
Fixed small culling issue in cave_small_hard
Added test mode
Fixed skid issue
Renamed main NetworkPlayer classes to NetworkUser
GPV logs player instigated
DSE player instigation debug help
Combat Ability changing now handled independently of moving towards target
Senses non-unit entity LOS check has a slightly vertical offset to avoid bad ground hits
UDM only filters BaseEntity.IsUsable for items
giving up trying to make animals turn be good for now
Senses LOS check no longer includes Buildings layer
Conditions.HasDesireSettings writes to blackboard
Fixed waiting for a thrown weapon when we shouldn't