199,178 Commits over 4,140 Days - 2.00cph!
A bit more work on Scientist AI.
Hopefully fixed NRE when deconstructing buildings
Made sure all herb resources have the general gather player command
added Replay.Play(CommandQueue) that fills a command queue with all of a replay's commands.
SFX & audio listener on tribe camera rig.
Cleaned up plugins folder
Updated Facepunch.System memory pool to latest version
implemeted replay "faster" button - bumps speed to the next 1x step increment
[D11] [UI] fix for old HUD null reference error
replay controls prefab update.
scene.
merged to release for steam
Should no longer be possible to attack disabled target.
Various hiding from UI of abilities.
[D11] Get rid of _outgoingData not needed anymore.
Merge from swamp_tree_performance
Fix spectator bug with multiple players
tweak Replay UI frame alignement, added background to xp bar
fix shshi 2 hat material assigning the wrong material
Disabled read/write on a few textures (mostly trees)
Default upgrades are now added to a queue, and when the building is ready they now have to be constructed instead of being magically added.
Harvesting flagged resources AI now checks all dispensing interactions, not just take one.
Fixed it being possible to get an empty behaviour chain if all behaviour elements are flagged as skippable.
[D11] Added ForceDebug=true to xb1 build to prevent crash on boot when using script debugging
Candles/damagedbooks/old sofa rgba textures - the .mat file isn't showing again.
Merge from main (manifest conflict)
It's now possible to deconstruct buildings before they have finished being constructed
Merged from main via branch (updated manifest)
Fixed skins occasionally not displaying correctly (RUST-17)
Initial setup required for AI spawning.
Attempt to make action caching suck less
Added ladder trigger prefab for Rust.World
Give up when no valid ocean patrol path has been found after
100000 iterations (instead of stalling the server forever)
eye blink offset gets set on init to desync blinks on tribe create