199,554 Commits over 4,140 Days - 2.01cph!
Can now centre or find nearest edge for control points
Log warning when moving entity to group we are not subscribed to
Only log group subscription warnings if developer > 0
SteamInventory json generation
Improved Scene2Prefab preprocessing
Fixed power substation scenes missing SceneToPrefab tag
ActionSettingsWrapper can now override the description for that action generated by the parent behaviour
Added a Human - Movement Mode specific to humans, that takes thrown weapons into account for movement speed.
Human - Movement Mode should probably be set to Movement Management DM type.
Human - Movement Mode slot set to Secondary, to mimick Common - Movement Mode.
Structure/Props folder cleanup
Fixes to chat and game scene
Added extra hex prefab
Behaviour.Tick/SimTick don't call Break when target entity is destroyed
Added Is Busy Building Something and Is Busy Crafting Something, that a unit can consider the current behaviour of another unit when making decisions.
A unit will not try to collaborate with someone that's busy doing something else (like building or crafting).
Fixed Item.WoodLog default interaction id being 0
SkinId is ulong - network++
Camera now gets parented to ships
FixedArray will now dynamically increase it's dimension (by doubling its size) every time we run out of space. This only happens in non-unity-editor builds.
Fix for RUST-1389 / Top of dome monument buildable
Rebaked concrete barrier normal to work with wieghted vertex normals
FA now doubles it size using Array Resize.
- Increased interactaion range for now so I don't have to keep chasing after shit
Only log gib warning if developer > 0
Reduced GC from gibs
Enabled player model pooling by default (testing)
Forgot to add size doubling in FixedArray when we GetEnd...
Workshop Skin Downloading, applying
Truck cabin and truck trailer greybox models and prefabs
Correctly apply ambient multiplier at runtime
Added portacabin greyboxes
not sure why but this is changed and they were gathering from bushes \o/
SetDestination uses an array of destinations (experimental)
PlayerController drawing tweak
More player drawing/waypoint stuff, SetDestination still potentially buggy due to array refactor
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You can draw a cock and people will walk around it
Had a little piss about with the building shader
modified the deploy animations for the pistols/revolvers so they're much quicker
Disabling player eye code when in vehicles.