200,328 Commits over 4,140 Days - 2.02cph!
Improved skinned mesh collider performance by doing a trivial reject against the mesh bounds
EntityComponentManagers for Agent, Senses, Stats, Effects, and Combat
Removed SimTick from Entity and IEntityComponent
Performance UI widget (f8)
Improvecd collision mesh setup in BuildingViewUtility
Fixed glow around player preview (RUST-1179)
Converted player_preview lights to spot instead of direct
Added SMAA to player_preview
Fixed duplicate colliders on some picture frames (RUST-1184)
More BuildingViewUtility, BuildingSettingsEditor button to load InteractionPosition editor
Updated AnimalSkin building prefabs, IP data
VectorUtility.GetGroundHeight tweak
Benchmark scenes force Random.seed to be identical on every run
Entity Physics callbacks not virtual, individual entity types can implement IPhysicsReciever (which is a shit name)
Fixed twig strong side not receiving any damage from arrows
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StatConsiderationSettings exposes MaxAttributeValue for normalization
ResponseCurve.Sample never uses the AnimationCurve, which is only for front-end visualiation of the function
Behaviours cannot occupy both GPV slots at the same time
TrySetCurrentGoalPlanVariant compares GoalPlan data id, not object equivilance!
Actions.Wait no longer uses events (causing GC), instead does DateTime comparison with state's startTime
Group stats update every game minute
Fixed potential issue with commandbuffer ordering
EntityComponentManager cleanup
EntityComponentManager base class, generics, all that good shit.
Updated all curve functions in Response Curve.
Resources, Items and Buildings no longer have Stats or Effects
Added link to curve functions (for testing/debugging/deeper understanding of how they work).
Added an Influence component for grid stuff (doesn't actually do anything yet)
* Proper NULL chekcs for most Vehicle functions
Automated Linux Build #405
Automated Windows Build #405
Updated mission identifiers
Added steamworks
Automated Linux DS Build #405