200,008 Commits over 4,140 Days - 2.01cph!
airfield work backup - added splashes of colours ~
airfield hangar final models/LODs
Fixed Corpse NRE
Fixed Human-Combat BB read
AnimationRootMotion toggles NavMeshAgent.autoBreaking on and off
ECS LateTick
Unit NMA autobreaking on by default
Fixed a buttload of warnings
Navigation Tick back to er, Tick
Navigation.IsMoving uses MagnitudeXZ
Fixed exception on stream.Position
Reset target position and reached gate bool in Navigation.Stop
set anim_speed to take value from MagnitudeXZ instead of xyz to remove y spike
Netgraph, disabled by default
Check protocol version after the branch since the Steam beta kick message is easier to understand
changed walk idle blend time to make it look snappier
Combat+Callbacks item related stuff cleaned up, SetCurrentWeapon introduced
A little CombatAbilitySelectorSettings cleanup
Blackboard reads
Rocket LOS check improvement (RUST-1139)
AIDesignerLayout.BC_BlackboardRead tweaks/readability
reverted to revision before I accidently deleted ragdoll from animal death, no idea how...
null parent goal should cause an error now when populating blackboard read list
Fixed motion vectors disabled when moblur was disabled; now checking for temporal-aa as well
Experimental tssaa motion based feedback factor scaling (sharper in motion)
Switched tssaa sampling to halton_2_3 (8TX)
Reset to basic attack in Combat.SetCurrentWeapon when appropriate
Slight tweak for even more sharpness
Minor change to FollowTargetSettings for easier debugging of distance values
AIDesigner won't draw BehaviourChain elements if parent Goal or GoalPlan data is nulled (happens during module switch)
Fixed non-player combat goal accidentally being chosen
Combat+Callbacks OnPickedUpItem checks if we're holding the item before setting as current weapon
Show conditons on module nodes in the AI designer
Reworking combat AI modules a bit, split into movement, fighting etc
Human combat module now contains weapon management behaviours, rather than them living in the common module
Lerp fix, assuming it works without testing
fixed earning xp from eating your own food
Fixed UnitPortaitManager not discarding old textures, yay memory leaks.
Fixed server NRE caused by trying to read clientBranch from out of date clients
Portrait texture destruction cleanup
Fixed behaviour descriptions being generated too early
Combat.OnAttackFire resets current weapon if throwing it
Don't destroy loaded projectile on attack interrupt if it is our current weapon (shouldnt destroy anyway, need proper ammo handling for arrows etc)
Exposed combat base range
FOR FUCK SAKE tweak factory wall texture for better composition
FOR FUCK SAKE rebuild factory/room prefab, fix gap between wall
FOR FUCK SAKE pipe support collision
Player commands always override current behaviour