201,110 Commits over 4,171 Days - 2.01cph!
A bunch of metas appaerently
Player goto commands forcibly stop the unit first
FOR FUCK SAKE asteroid prefab with particles
Don't break running action chain elements in ActionChain.Break
Added shader "Before/Particles/Lit Alpha Blended" a lit and fogged version of "Particles/Alpha Blended"
Reverted player controller forced unit navigation reset hack
Renamed all human vox sounds using new format
Unit.Navigation.SetDestination doesn't reset path
FOR FUCK SAKE foreground shader
FOR FUCK SAKE factory prefab
Removed look and wait from end of Interaction.GoTo
Added Human Idle AI module with Ponder Goal/Plan
Successive player commands now add behaviours to the GPV.BehaviourChain rather than cancelling it (if it was player initiated)
Following units should now use the last seen position and stop after a certain time if the target is no longer perceived.
Exposed perception cooldown for go to actions in data
Some behaviour UI groundwork
Ability description changes
Saved island01 with splat painting off, again
Behaviour constructor fix
Blood isn't bioluminescent anymore
CameraModule.Follow tweaks (abstract in base)
Clicking tribe portraits will snapto, select and follow the unit
Prefab attachment data, arrow trails
Dirt click fx improvements (needs to eventually pull biome colors)
Blood tweaks
Sleep fx renders more nicely.
Aiming source anims for vm bone knife/club
TribeStartArea tweak
Snow weather type
Testing ActionChain break change (dont break current action if not running, I suspect this never got called anyway)
Navigation.SetDestination does reset path again, for testing
Fixed potential NREs in Corpse
Updated scenes
Removed old truck prefab
EntityManager budget sim tick in LateUpdate
Combat ability selector tweaks
NRE fix in combat ability selector
Fixed order of SetDestination start
A sim tick won't use up multiple frames due to the three states of ticking anymore, but rather strive to use as much of it's budget as possible each frame (even if that includes multiple tick states in a single frame).
Moved the handling of "frames per tick" tracking, that it's a bit more clear what's going on with it.
Fixed weapon attachments being invisible when attached to weapon that is currently held
Cleaned up some code that dealt with the weapon attachment disabled flag
Fixed being able to place boxes partially inside walls (RUST-908)
Fixed admins getting AH violations when disabling admin cheat while moving very fast
Fixed taking damage when entering water while using admin cheat
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- Commented out camer cullign debug line
Bleeding now is attached to it's unit.
made mudhut base deeper and have less of a lip
init randomNumber on units in animation prefab so I can modify the idle speed with it to stop animals idles syncing up
Updated truck with right materials