200,902 Commits over 4,171 Days - 2.01cph!
Continued work on combat cancelling
Fixed target death event not being unsubscribed properly.
Target moving out of appropriate distance for attacking should now trigger combat interruption.
Stat minipulation fixes, scaled properly with tickrate. Real world values in editor
Fxied Death effect not found by UnitManager
Network bug fixes and issues.
Added a gate for potential duplicate invokations of OnChainBreak event due to UML-revealing loop in the API.
Made some logs more detailed to provide more info for server owners
Added projectile_desync convar (specifies max allowed client desync before projectiles are ignored)
fixed beep truck rear multiple materials issue and rebuilt lod0 prefab
Added preview to truck painter
Switched material type
Optimised decal test
Placed everything inside Facepunch.BNet namespace.
Renamed Client and Server
Debug tool entity selection drop down replaeced with button + GenericMenu with categories
Logs can now be chopped into big sticks
Removed redundant NetworkChannel
Fixed entity leak at world origin that could lead to huge performance drops / server join times (RUST-749, RUST-776, RUST-909)
Units in combat should now look at their target (not really tested yet due to some other issues).
Death flag fix
Entity selection improved in AI Debugger
Decision logger grouping by DSE log id and decision plan equality
Decision logger group improvements
atmos edit and hunting loop added
created city hex blocks max and exported fbx
Profile hooks for Agent debug
Only selected agent generates log data by default
Updated Hatchet throw source
Adding method for reflection events
Exposed EntityManager budget to inspector
DecisionLogGroup fix
Actually fixing decision log counts
Fixed revz FX/pixelate (censor) shader + a few others
Test hex road layout and scene
FOR FUCK SAKE factory prefab for minimap render
Added machine item output process (not tested yet).
Abilities in GoalPlan BehaviourChains can now filter by available SmartObject Interactions on their prospective targets, during DM
AI Designer improvements, data save
Don't reserve subscription slots during DM, only when adding the best resulting variant to the BehaviourChain
Removing some un-used SmartObject subscription overloads and params
No longer reset all SmartObject reservations every tick in EntityManager
SmartObject reservation cleanup in BehaviourChain