201,253 Commits over 4,171 Days - 2.01cph!
Reverted dampening scaler
FollowCamera noramlized distance fixes
Fixed NRE in PlayerController.EvaluateSmartObjectInteractions
Fixed potential missing key in UnitPortraitManager
Merging my physics/collision changes into Main
Fixed broken scene view when lighting enabled
Fixed underwater bubble screen effect continues to play when surfaced (RUST-1658)
Added car headlights. Always on right now.
Vehicle headlights can turn on/off via a method.
Merged in Bill's TOD work. Car lights now change automatically with sunrise/sunset. No manual control, so sync of lights state over the network isn't necessary.
navmesh path on selected unit when gizmos unit is ticked
high external wall wood lowest lod is now 4 triangles
List linux dependencies in build script
Removed MAKE_CC_VERBOSE from linux client builds
Automated Windows Build #674
Automated Windows Build #675
improved store models a bit
Rocket factory / interior progress / walkways bake
moved to a scan & think AI... sheets?
increased Burner attack area size 3->4
Fixed NRE in BasePlayer.GetHeldEntity()
Add "strst" to tags if server is pending a restart
Rock Stockpiles should take small rocks, not big ones (has room for 100 after all, and fits stockpile rocks better)?
Update server information after restart started
Building placement snapping to grid
Refactored ClientInputCmd creations into a single ClientInputCmd.IssueCmd(), AI and player actions now both call this function.
Added UnitMove and UnitAttack AI actions
Store save creation time in save file (shouldn't break protocol)
Add save creation time to server tags
Added Restarting, SaveCreatedTime to serverinfo output
Remove penalties and bonuses to whether we're carrying anything in the fight between gather and deposit goal plans.
Fixed client collider on PineBare-2 (RUST-1660)
Time events are now repeatable and get rescheduled.
Tweak to Wander Alone chance (from 50% to 25%)
Copied Pal's code-callable-AI-think instead of letting Apex tick the AI
Added Roles.ChangeRoleWeight for cleaner usage
Added Gatherer Role, used by various gathering related goal plans
GoalPlans can now define Role params
UnitSettings.RolesParameters no longer has to define a list of valid roles for that Unit type, instead we use them all via RoleDefinition.Definitions
AssetMenu/AssetList doesnt nest stuff if there's only a single reasonably sized group of uncategorized items (e.g. definitions)
Decision log shows role score for goal plans
Made area hunting into more of an attack move type command.
Positions and PositionSets can now be written directly to Blackboard.
overhang bridge piece for jumping puzzle
added beep cosmetic variants 2-6
Disabled navmesh area modifiers on cliff prefab rock objects
vm source update, added file