201,078 Commits over 4,171 Days - 2.01cph!
Corpse rotting, fixed cooking time/state management. Material color changes for rotting and cooking
Corpse dispenser availablity tied to state
Fixed corpse carrying and campfire attachment
Fixed PlayerTasksWidget reference widget showing after init (hack)
Player's available buildings restricted by InStartingPool flag
Fire FX variatnt for campfire with spit
Killed activity console logging
10 game seconds per sim tick
Dispenser and VisualFX tweaks
added muzzlebrake and muzzleboost models / materials / prefabs
added 3rd person animations for several weapons ( bolt_rifle / smg / m249 / semi_auto rifle / rocket launcher / pump shotgun )
changed some of the player animations to synch up better with the world model animations
fixed attachment points for semi_auto pistol
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Inland terrain source files
missing from last checkin
Fixed a bug in EntityManager where we would close the tick simulation gate too early (when post-state ticking last multiple frames).
prettttyyyy sure this fixes bugs with animations glitching when exiting inCombat bool mode
rotated a bow a little
DebugGraph every time the selected debug unit commits to a new goal.
remade all hex pieces with new hex system and matched up all roads correctly and renamed
Removed usage of id based lookup of InteractionPlans in SmartObject
IBehaviourPlan no longer implements IComparable or exposes an "id" field
Added a "sit at campfire" GoalPlan to the human social module
Added some smartobject info the debug tools window
Updates to Throwable hatchet prefabs/animators/ironsights
Added BehaviourChain DecisionScore to the DebugGraph for New Goal Plan Variant. Red topping for player commands.
adding spear attacks and trying to get them to work(dosent yet)
Tweaked water caustics a bit
Fixed revz underwater thickness
Updated to 5.3.4p6
Fixed some console related issues
Added temporary conditions to AI Modules
Made Sleep Time a bonus consideration on relevant goals
A bunch of AIdesigner tweaks for no good reason
Removed aim condition from stone hatchet animator
Streamlined setup, all three hatchets now use same anims & animator, additional animations deleted, folders cleaned up
Minor SmartObject cleanup
Reworking UDM filtering to better support multiple interaction plans from the same data
Fixed animator warnings on non-throwable weapons
BehaviourChain.CancelSmartObjectReservations is public
SetCurrentGoalPlanVariant cancels SmartObject reservations when incoming variant is not assigned
subscription/unsubscription call balance debug graph.
SmartObject.Unsubscribe tweak
Fixed water catcher physics layers (RUST-839)
Water catchers use RendererLOD
No longer "clean up" SmartObject subscription in BehaviourChain.Break, instread rely on Behaviour.Break to do handle this internally
deleted uneeded hatchet anims
Added OnUnitFlagChange Action
Sleep/Sit Interactions wait for flag change to end
Removed optional "CompleteAtEndOfActionChain" flag from BehaviourPlanSettings
Fixed a bunch of bad consideration data
Disabled player and projectile collision on all farmed plants
Moved graph smartobject debug to simtick, wrapped in editor if defs and AIManager.DecisionLoggingEnabled
re-exported hex city pieces
made craft bashing anim loop