201,232 Commits over 4,171 Days - 2.01cph!
CTextureManager::FindTexture no longer ignores textures with a blank name - stops CTextureManager::FindOrLoadTexture from leaking
Automated Linux Build #370
Automated Windows Build #370
Automated Linux DS Build #370
- Started coding some AI conditionals for behaviour trees, now that I kinda know what I'm doing
- Accelerate and StopAccelerating action code
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FOR FUCK SAKE tweak AO and light
Animation/Navigtation state callback changes
Log error if we fail to spawn a projectile in Unit.Combat.PerformRangedAttack
Projectiles ignore collisions with their shooter
UnitVIew assigns hitbox.Unit during Setup
Projectile NRE fix + comments
Navigation destination reached callback revert
added anim debug exit, add to anim in state machine to debug log when it starts and how long it took before exiting
Fixed VicinityEffects not creating their triggers on the correct layer
Radial menu doesn't show interactions for held items that still have active subscriptions (e.g. pickup)
ActionChain executes actions marked for ExecuteOnBreak... on break!
Added regaining stamina ability and AI
Considerations contribution range is now defined on each wrapper, supports negative values
Action wrapper goodness
Fixed interaction settings wrapper being a dick
Added basic implementation of single select controller + follow only camera
commiting new truck with textures
Merge from throwable_weapons
Merge from throwable_weapons
RUST-1074 XP bar covering screen after client stall
Office building models wip