201,578 Commits over 4,171 Days - 2.01cph!
Merging vehicle interaction chages and some class restructuring. Needs some more work but the basics are there.
Merged and deleted unneeded stuff.
Automated Linux Build #17
Automated Windows Build #17
Automated Linux DS Build #17
Fixed players blur visible behind walls (RUST-1341); regression triggered in
16732
Fixed moon darkening on the horizon; less hacky way to handle the revz case
Managed to fudge in NetworkPlayerInput and PlayerMotor. Proxy not tested but added. Will likely need a little refactor / tidy up.
GoalPlanSettingsWrapper now holds a list of fallback GoalPlanSettings, when fallbacks are provided DecisonMakers will evaluate whether a valid variant can be found for the GoalPlan, creating Decisions for fallback plans if that evaluation fails.
Forcing half res height/slope map until we have decent quarter res precision for foliage displacement
Simple vehicle interaction text edit, pluis removing superfluous meta files.
Unit.Navigation.TrySetDestination robustness
AI Debugger panel moved to BeforeEditorLayout, added to DebugTools
Fixed potential KeyNotFoundException in Senses
Reducing duplicated code. Add character controller reference back in
Got separate Client/Server working correctly (+some minor cleanup). The main issue was that PlayableCharacter.Server would assign a new PlayerState to currentState every tick, even if there were no inputs to process. This meant that often states were getting sent with an ID of zero, which freaked the client out. Also made server only send state when there's new state to send (i.e. <0 inputs have been processed since last time).
Fixed Resources without interaction positional data not being interactable. (InteractionSettingsWrapper.MaxSubscriptions was 0, now validated editor side)
Added interaction HUD message.
Can now move and delete existing decals
Added support for mesh renderers to wearable pooling
Fixed pumpkin not shown on player after initial use (RUST-1340)
Fixed WaterVisibilityTrigger compile error when set to SERVER in the editor
People should now stop approaching targets when within range
Re-enabled Collaborations AI modules
Added a little cleanup routine for badly spawned Items in WorldManger (hack pending spawn refactor)
Print BASS error code for every BASS_Init attempt
Automated Linux Build #441
made wolves root motion attack work
Automated Windows Build #441
Fixed collections missing color data
model grid tweaks
adding cave_large_medium files wip
Automated Linux DS Build #441
Simplified Collaboration request send/receieve, added some more restrictions to avoid people sending requests that will always be rejected
Added industrial prop c and metallic material fixes