200,680 Commits over 4,171 Days - 2.00cph!
moved ilsland02 back to build folders, fixed missing map camera
WatchTarget animations in action chain
NetworkLevel seems to be holding onto scene entities ok.
- UnitView ragdoll rigidbody & collider caching
- Fixed occasional error caused by calling Unit.Navigation.Stop when a Unit is ragdolling
Optimized environment volume tests
Added building environment type to environment volumes (to be used for monument buildings)
Ambient darkening via raycast only considers player buildings (everything else to be controlled via environment volumes)
Disable fog in underground systems (for proper darkness)
Initial start point placement
Added skipqueue console command (looks for Steam ID in connection queue and lets the player connect immediately)
Can pick up ladders inside building privilege with hammer
terrain mounds cols and LODs + prefabs
Can pick up window bars, shutters and embrasures inside building privilege with hammer
Selected unit now faces the direction of highlighted attack tile when mousing over tiles
Better error reporting when SRCDS fails to get collection details
Automated Linux DS Build #742
Automated Windows Build #742
UnitView not triggers debries explosion when unit dies
Added debris explosion prefab link to all units
Check building privilege at both building block position and player position when rotating, upgrading or demolishing (now works similar to placement)
Removed admin demolish option from hammer (bind "ent kill" to hotkey instead)
Added smoke trail to debris bits
Automated Linux DS Build #743
Automated Linux Build #743
Automated Windows Build #743
Upgrade fix (copy & paste fail)
Adjusted locker deploy / prevent building volumes (RUST-1681)
ItemAttachments can attach any entity type
Moved Item.AttachedToITem to BaseEntity
trying to re add turning and sidestep&backpedal when units get pushed
Fixed UnitView.FaceTarget being shit, now tracks targets properly
WatchTarget breaks when the target can no longer be perceievd
Split UnitDecisionMaker into a partial, cleaned up filtering and added pathfinding filter
Fixed data browser tab NRE when using up/down arrow keys to navigate asset listings
Fixed unit ragdoll toggles breaking selection (was caching the root xform trigger)
Fixed missing attachment data for meat and fish
Rocket factory building / interior / exterior / progress
More control over spawners in Zone
testbox_hunting spawners set up to test cooking
Always stop facing target if we move
checking in proc gen tests here.
Cookable things will actually start cooking now
- Moved a bunch of members out of the Items component and into the DespositEntity Action where their only usage lives
- UnitAttachments.AttachedEntities no longer includes Items
Items attached to other items are included in the Unit.Items list
Machine interaction intention generation can optionally specify a target process settings in InteractionSettings
Draft "cook item on fire" interaction
Renamed a bunch of shit
Added a hack that in BehaviourChain.Add that writes entity from intention to blackboard
fixed jump not playing when character is unarmed