202,065 Commits over 4,171 Days - 2.02cph!
Added ActiveBehaviourConditionSettings
Fixed NRE when editing item
Added global Animation Debug flag in UnitManager, used in Unit.Animation
Entity.IsSelectedForDebug is now set/unset by DebugTools. not the AI Debugger
better fix for sebs hack to stop units looking at desitionations when navmesh path is not a straight line from unit to dest
Debug tools hook into player controller deselection, too.
Added AIManager.DebugLoggingEnabled
Renamed trigger anim actions to match their new param types (bool)
Pause editor when Steam initialization failed
Warehouses greybox models and prefabs
Folder cleanup old crap warehouse until replacement
Can now centre or find nearest edge for control points
Log warning when moving entity to group we are not subscribed to
Only log group subscription warnings if developer > 0
SteamInventory json generation
Improved Scene2Prefab preprocessing
Fixed power substation scenes missing SceneToPrefab tag
ActionSettingsWrapper can now override the description for that action generated by the parent behaviour
Added a Human - Movement Mode specific to humans, that takes thrown weapons into account for movement speed.
Human - Movement Mode should probably be set to Movement Management DM type.
Human - Movement Mode slot set to Secondary, to mimick Common - Movement Mode.
Structure/Props folder cleanup
Fixes to chat and game scene
Added extra hex prefab
Behaviour.Tick/SimTick don't call Break when target entity is destroyed
Added Is Busy Building Something and Is Busy Crafting Something, that a unit can consider the current behaviour of another unit when making decisions.
A unit will not try to collaborate with someone that's busy doing something else (like building or crafting).
Fixed Item.WoodLog default interaction id being 0
SkinId is ulong - network++
Camera now gets parented to ships
FixedArray will now dynamically increase it's dimension (by doubling its size) every time we run out of space. This only happens in non-unity-editor builds.
Fix for RUST-1389 / Top of dome monument buildable
Rebaked concrete barrier normal to work with wieghted vertex normals
FA now doubles it size using Array Resize.
- Increased interactaion range for now so I don't have to keep chasing after shit
Only log gib warning if developer > 0
Reduced GC from gibs
Enabled player model pooling by default (testing)
Forgot to add size doubling in FixedArray when we GetEnd...
Workshop Skin Downloading, applying
Truck cabin and truck trailer greybox models and prefabs
Correctly apply ambient multiplier at runtime