200,687 Commits over 4,171 Days - 2.00cph!
Removed old BeforeEditor.Refresh method
Pretty sure this fixes any delay between fire animations being triggered.
Fixed revz unable to see players name plate (RUST-884)
Item NRE view when view is null, which we now allow
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Loads of editor bullshit to encorporate the new audio bundles
Editor boxes and a couple of animal sounds added to the data.
Destroy of Entity is now on tick (after all entities have ticked, so can happen after multiple frames).
Agent entity removal hack
Corpse tweaks
Blackboard.Contains
Fixed bad component type in UnitSettings.DefaultComponents
Agents need to listen to other entities being removed/destroyed, that we can clean up their blackboards.
EntityComponent.PreDestroy
Removed hack in Agent.Initialize
Assign Item.View in Corpse.Create
Corpse.Create transfers EntityViewPrefabData from source Unit
Improved storage and handling of EntityViewPrefab data
Added a couple of values to unit sound enum
Combat NRE fix
Fixed Senses trigger presisting after unit death
Combat.CurrentTarget nulled on entity removal
Fixed wrong interactions on deer corpse
Replaced Combat stamina drain effect with a direct call to the stat system
Replaced Combat damage application with direct Stat value change calls
Fixed NaN value in Effect.Sleeping.FX def
Fixed UnitCollection.GetAveragePosition NaN
Reverted threat calc in Senses
Removed all IM considerations
Added decay to sleeping bags, tool cupboards, barricades and traps
Network++
res data to go with last checkin
re-exported beep_truck_lod1 with 2nd uv channel on main and rear elements. Added cube_test_texturing to truck scene
quick test ragdoll to deer that kind of works
Fixed rare UI NoticeArea error when broadcasting RefreshValue
meat texture which fades in with AlphaCutoff and can be linked to unit health