199,605 Commits over 4,140 Days - 2.01cph!
Fixed UI notifications getting stuck on reconnect (RUST-1099)
Moved dragging detection to drag event type
Automated Linux DS Build #379
Shaderforge 1.27, still broken tho.
Added rust/std ability to override standard lighting
Fixed revz rain visible through objects (RUST-905)
Tweaks to AIDesigner+Drawing and resizing nodes.
Default min height of node in AI Designer set to 250.
Added player command related AI nodes (again)
Min/max node sizes in AI Designers uses v2
Full screen non exclusive - hoping to fix cursor weird fuckup shit fuck off unity
Resizable nodes in AI designer
Rain collision disabled (lag)
Disable collecting XP stats (server perf test)
Pipe incoming GPV through GPV/BC/Behaviour/ActionChain and finally Action Break impl.
SetDestination base break impl checks for matching action of same type in the incoming GPV and avoids stopping the navMeshAgent when a match is found
Added a Navigation callback safety gate
Added temperature override to debug tools
Player tutorials are no longer sequential, UI displays all subtasks
Fixed deer alert animation conflicting with isCarried state
Fixed deer not being properly attached to campfire
Fixed building container being disabled when it shouldnt
updated player rig with fixed offset
Fixed item ownership distributing far more than 100% of total XP
Updated Sqlite
Sqlite thread safe
Sqlite insert speed unit tests
Increased default server.queriesPerSecond
Fixed raknet debug output in server console
Switched to world space player names
Apparently I changed stuff in the AI Designer
Added custom version of playdead's temporal anti-aliasing
Disable Unit.Navigation NMA autobreaking
GoalPlanVariant passes blackboard through to GoalPlan SimTick for break condition evaluation
Removing unnecessary stuff from FollowTargetSettings
Fixed sneaking to target breaking all the time
CookCorpse only accepts skinned corpses, doesn't force state
Corpse decay improvements/consistency
Added SetCorpseState Acton, added to Skin Corpse Interaction
IsPerceivedByTargetConditionSettings Modes
TargetIsInRangeConditionSettings modes
Combat AI data pass
XP saving uses protobuffers, no garbage
XP databases will be converted on first run