202,216 Commits over 4,171 Days - 2.02cph!
Fixes issue #63. Fixed player being able to select invalid weapons when in vehicle due to logic error.
Merging updates from trunk
PlayerRecord now created for new users
PlayerRecord protobuf is now sent to player on connection to server
NPC can now hold items from their inventory.
Moved character serialization to the base class
Working on getting NPCs fully working over the network, not just in CLIENT+SERVER mode
NPCs now appear correctly on client, but don't move yet
PlayerDatabase now tracks wins + losses
Various feel-related ability stuff.
SkinnedMeshCollider, BaseCollision are IClientComponent
Fixed PieOption NRE on server build
Fixed ConvarComponent spam on server build
raw moose assets (no unit setup)
Set compile symbols before building asset bundles / preparing prefabs
Moved construction and ugprade stuff to BuildingView
Removed EntityView.UpdaetSkins, replaced usage in ResourceView with new event callback
Blackboard listens for EntityManager destruction callbacks to clean data, rather than relying on convoluted shite in Agent
BaseEntity events use System.Action (comparing perf)
Knowledge dictionaries capacity
Xp modifications now applied to PlayerRecords after match outcome, player level calculated based on xp mod.
local PlayerRecord stored
All plugins copy pdb if found in output folder
buffalo assets (no unit setup)
Cleaning up Pool, Generic Pool, GenericPool supports default allocator. Removed PoolManager.
Moved behaviour pooling to AIManager
Added UnitCollection view pooling test
TimeManager events to System.Action
Removed old Tests scripts
Lighthouse overgrowth dressing
Powerplant overgrowth dressing backup
Pool and UnitCollection summaries, comments etc
Revolver additional world mesh changes
Pump shotgun optimisation
Finished Utility folder tidy up.
Fixed Item.Ownership memory pooling being fucked up
Fixed ClientReady.ClientInfo leaking objects into the memory pool (only once per server join?)
Fixed collider list in TerrainCollision.GetIgnore sometimes being thrown to garbage collector instead of being pooled
Fixed rare lock entity NRE when thrown items are stuck in them while removing them (RUST-1521)
Recalculated entity bounds on all collectables
Fixed server held entity leak when dropped item is out of world bounds
optimised ground road pieces