201,879 Commits over 4,171 Days - 2.02cph!
Updated native binaries: added dev request cancellation
Simplified breeding AI to make it work again. Now ready for Collaborations integration,
More Collaborations/Behaviour Chain Injector work
Potential fix for crashes when switching servers (RUST-827)
Fixed pvt not disabled in lowest shader levels
Fixed DX9 white player in player preview (RUST-1294)
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Automated Linux Build #429
Automated Windows Build #429
Automated Linux DS Build #429
Basic new character framework
Fixed foliage displacement NRE when leaving server
Fixed all grass appearing displaced with grass displacement disabled
Exposed high resolution terrain height and slope maps to shaders
Grass displacement now also works on big maps
Destructing a building now has a bit more flavour to it.
Fixed all grass appearing displaced with grass displacement disabled (for real)
Reduced resolution of coarse terrain height and slope maps
Added grass displacement toggle to graphics options
Put deconstruction on a tick, that a unit has to hammer at it for a little while before it crumbles.
moved alert eating and agro around to stop them iterupting attacks
Selectors can now specify multiple Blackboard write keys
Collaboration fiddling
move animal eating to a bool isntead of trigger
Made terrain height and normal textures readable at runtime (required for coarse map generation)
removed accidental setting of isEating true
Optimized coarse height and slope map generation in standalone builds
Cursor and camera speed tweaks.
No effect balls created from movement.
Added masking for truck painting
trying to untangle crap 1
trying to untangle crap 2
fixed error log (deleted and reexported) in human wave fingers anim and readded to human controller
triggerDeconstruct on wood hut building
Cam tweaks.
Removed walk ball.
Added deconstruction parameters to buildings, and removed the old deconstruct interaction from the building data.
Small Wooden Hut is now using the new deconstruct animation trigger.
New, very basic character framework with lots of TODOs
Deconstruction now waits for an animation callback via the StateMachineBehaviour API, before it destroys the entity, spawn the items and play the visual effects.
Fix fallback always being applied.
Added the timeout fallback to parameters, so that it's adjustable per building in data.
Timeout fallback is now on scaled time, rather than unscaled.