199,472 Commits over 4,140 Days - 2.01cph!
Removed tree component from hemp
Fixed StatsComponentParameters
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
Actually fix stat names in UnitSettingsEditor
TakeFromDispenser now applies Skill Gain and Skills are shown in the Debug window.
A couple of minor TakeFromDispenser tweaks
can deselect bucket instead of drinking from it
fixed NRE when swapping buckets
cannot transfer water into unheld bucket
Condition template fix
InteractionPlanData becomes BehaviourPlanData
Added SkillLevelConditon, for testing the level of a given skill on an entity
Added SkillRequirementCondition, for testing if we pass the required skill levels for our the BehaviourPlan in our DecisionContext package (doesnt work yet)
Removed StatTypes enum, now each type of Stat has it's own enum of stat definitions
Deleted Tiredness Consideration (we already have inverse energy consideration with the same repsonse curve)
unwrapped almost all of exterior and underside of beep truck
Added PlayerTaskTriggerSettingsEditor
Removed old SkillRequirement struct from CraftableParameters
Fixed StatsUtility.GetStat NRE
StatCollection.CreateStat will update existing stats that match data params
EffectsComponent.RemoveEffect Emotes EC null check
basecombatentity ignite baseline
Removing PVT test from benchmark (crashing shit)
Updated player preview idle
Greatly improved VariableReference performance and GC (used in VitalNote, VitalInfo, TextVariable etc.)
Fixed some decor prefabs missing from asset bundles
Added delta update capability to protobuf lib
Ticks are delta'd
Added Rust.Data.Test
Crafting now uses skills and applies skill gain.
Minor tweaks to GameUI, Warmth goal weight
Possible shit fix for ADS fuck up
Re-enabled atmospheric depth in scattering calculation (with better horizon fade than the last time)
Touched ocean and river shaders
Better handling of skill and tool requirement data through BehaviourPlanData
BPD gets passed into Behaviour on creation
Unified some bush prefab settings
Added convar to toggle the shadow casting behaviour of the sun
minor emission scale changes
map costs 1 paper instead of 5
fixed not being able to bandage other players
fixed fire doing less damage to other objects based on what surface it was sitting on
Possible fix for server lag.
Mission feed is removed whilst waiting for players or in mission
slightly increased starting calories
SpeedTree billboard shadow casting toggle editor tools
unwrapped all of beep truck
fixed a bug with the bandage viewmodel giving a warning
Added Selectors, plus templates
Moved all filtering functions into stat Filters class, re-organised folders a lot. Filtering is no longer semantically bound to Conditions
Limit shadow distance to 50 when cascades are disabled to prevent RUST-826
Fixed servers re-checking stability after startup (no longer needed since it's loaded from save)
FOR FUCK SAKE rotor pipe prefab tile system (almost usable but not quite yet~)
FOR FUCK SAKE rotorz database
Finished high level water shader refactor