200,918 Commits over 4,171 Days - 2.01cph!
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
Ignore destroyed entities in UDM filtering just to be safe
TakeFromDispenser NRE fix
Split Building Goals in to new module
Added some basic Social AI modules to humans
BehaviourPlanData no longer stores lists of SkillRequirement and ToolType
SkillRequirement is a class
Desires support ToolTypes
Item Craft Desires no longer create Find Item Desires for each of their required crafting ingredients
Animals can consume items
TakeFromDispenser Unit.Items NRE catch and console warning
Potential fix for some SmartObject reservation issues
First pass at Player created Desire injection (crafting)
Water Desalinator normal map rebake to be synched with low mesh
RUST-873 fix monument metal buildings roof transparent (low decor & object quality)
RUST-716 Fix - Collision missing on small section of wall
Animals no longer require the Items component to eat items, or eat from dispensers
Don't allow player to try and subscribe to a smartobject/interaction that has no available subscription slots.
Added a friendly support calculation for "negative threat", needs testing.
render.PushFilterMag/render.PushFilterMin now work with queued rendering
Swapped behaviour of render.PushFilterMag/render.PushFilterMin to do the right things
Refactoring Machine a bit, fixed issues creation/init and inter-process dependencies not working. TLDR : you can cook shit now
Sometimes behaviour plan interface ids are not equalling to a smartobject's interaction plan when we would expect it to (their ids are equal).
Compile fix fix fix fuck off you panda fuck
ItemOutput machine process now works.
Senses should take into account actual perception distances now.
Refactored sever init and level loading. NetworkEntities can now self init.
tidied up road system,
welded and snapped verts to minimise gaps
added sidewalk and made road correct height
added basic materials
Senses no longer stores arrays of SmartObject, but Entity
Added modes to DepositItem Action (Blackboard or Intention)
Added Carried Items to DM target source filtering
MachineCanProcessItem tweaks
MachineProcessSettings stores an Interaction ref, validated in editor
Fixed Group.SetKnownUnits not doing what it should
F1 menu dev layer toggles can be accessed by admins as well
Resources are allowed to spawn in cupboard radius
Building structures - Silos models/LODs/COLs and prefabs
Powerplant update
Creating a test to test out group switching errors and partial serialization.