199,292 Commits over 4,140 Days - 2.01cph!
Added a gate for potential duplicate invokations of OnChainBreak event due to UML-revealing loop in the API.
Made some logs more detailed to provide more info for server owners
Added projectile_desync convar (specifies max allowed client desync before projectiles are ignored)
fixed beep truck rear multiple materials issue and rebuilt lod0 prefab
Added preview to truck painter
Switched material type
Optimised decal test
Placed everything inside Facepunch.BNet namespace.
Renamed Client and Server
Debug tool entity selection drop down replaeced with button + GenericMenu with categories
Logs can now be chopped into big sticks
Removed redundant NetworkChannel
Fixed entity leak at world origin that could lead to huge performance drops / server join times (RUST-749, RUST-776, RUST-909)
Units in combat should now look at their target (not really tested yet due to some other issues).
Death flag fix
Entity selection improved in AI Debugger
Decision logger grouping by DSE log id and decision plan equality
Decision logger group improvements
atmos edit and hunting loop added
created city hex blocks max and exported fbx
Profile hooks for Agent debug
Only selected agent generates log data by default
Updated Hatchet throw source
Adding method for reflection events
Exposed EntityManager budget to inspector
DecisionLogGroup fix
Actually fixing decision log counts
Fixed revz FX/pixelate (censor) shader + a few others
Test hex road layout and scene
FOR FUCK SAKE factory prefab for minimap render
Added machine item output process (not tested yet).
Abilities in GoalPlan BehaviourChains can now filter by available SmartObject Interactions on their prospective targets, during DM
AI Designer improvements, data save
Don't reserve subscription slots during DM, only when adding the best resulting variant to the BehaviourChain
Removing some un-used SmartObject subscription overloads and params
No longer reset all SmartObject reservations every tick in EntityManager
SmartObject reservation cleanup in BehaviourChain
Ignore destroyed entities in UDM filtering just to be safe
TakeFromDispenser NRE fix
Split Building Goals in to new module
Added some basic Social AI modules to humans
BehaviourPlanData no longer stores lists of SkillRequirement and ToolType
SkillRequirement is a class
Desires support ToolTypes
Item Craft Desires no longer create Find Item Desires for each of their required crafting ingredients
Animals can consume items
TakeFromDispenser Unit.Items NRE catch and console warning
Potential fix for some SmartObject reservation issues
First pass at Player created Desire injection (crafting)
Water Desalinator normal map rebake to be synched with low mesh
RUST-873 fix monument metal buildings roof transparent (low decor & object quality)