199,746 Commits over 4,140 Days - 2.01cph!
Convert imported version2 metal to spec
Added all clothes items
Added collared shirt
Added tanktop
Added shorts
Your items scrolls, shows all items
Moved breeding collaboration out from Human - Collaboration - Social and into Common - Collaborations - Breeding, and applied it to Human, Bear and Deer.
Refactored AI module node graph data
Implemented Penalty consideration type and moved negative contributions to penalties
Fixed AI Designer not properly saving graph data
Fixed some bad AI graph data
Item view
Indicate incompatible
Download incompatible, open folder, allow manual loading
Added naming building definitions.
Camera pan for decals
Remove all option
Removed quit replaced with dialog
DataAssetUtility.ResetDataGUIDs and DuplicateAssetHook
* Fixed PreCleanupMap not being called on client
Updated beep - Workshop changes
Automated Linux Build #448
Seperated ship locomotion stuff
- Added camera worldmodel, LODS, textures & mats
- Now drops camera model instead of burlap sack
Automated Windows Build #448
Automated Linux DS Build #448
Added PreservedPrefab component
Player Preview
Saving clamps
Clamp bug fixes
Lot size bug fix in loading
Added new shipping containers
DataAsset reference counts stuff
DataAssetUtility.DuplicateAssetHook no longer stops the command working in the scene view
Action.Description keywords fuckery
Fixed some bad target filtering
Tribe now starts with a spit to cook meat on.
People should wait for thrown weapons rather than starting conversations.
DataAsset references updated on demand/first run
Fixed NRE related to Action description generation
Fixed bad panels in DebugTools
Fixed some hit decals not visible (RUST-1351)
Actually fixed Action.Blackboard NRE
Cherry picked decal fix
16925
CookCorpse should now generate activity at the correct moment
Ship locomotion changes and simple wobble/tilt
Hopefully fixed crazy spear throws
Waking up from sleep now restores the previous game speed.
BaseEntity.GetDescription through Machine and processes
Failure history uses a dictionary, added a cleanup via OnHour in Agent+Behaviour
Goals no longer support fallbacks, only GoalPlans, improved fallback book keeping
Warnings
Removing code duplication, fixing issues from the previous merge, getting player state sync all working properly
Added missing car audio prefab assignment
Vehicle exit space check checks actual up, not car up, letting players escape upside-down vehicles.
More Entity description improvements, tooltip string builder and interaction naming
Fixed animation jitter on proxy players
Proxy colliders now shrink when crouched (the same as character colliders do already)
Decorated workshop scene
Fixed shorts not working
Can fly around workshop scene
Added DepthOfFieldFocusPoint