194,338 Commits over 4,079 Days - 1.99cph!
Ignoring + deleting Icon file that plastic doesnt like
backup
beam puzzles a notch easier
Collaboration request recipients don't null their reference to the request on accept/decline
Added testbox_nospawns scene
Collaborations request state cleanup
adding conversation to repo
fixed garlic not lodding, was due to missing material on collision mesh(weird)
improved wolf walk anim
added wolf addtive in combat facial anim
Enabled collaborations modules
Fixed rotation offset when exiting vehicles.
Made beam jumping puzzles easier
Fixed several blockers, jump shortcuts
Moved cginc in shaders/include/standard to shaders/standard/include
Moved cginc in shaders/include/speedtree to shaders/nature/include
Moved grass and std-speedtree* to shaders/nature
Fixed cginc paths in all relevant shaders
Moved water scrips from 3rdparty to scripts/procedural/water
Moved water resources and materials to content/nature/water
Moved water shaders to content/shaders/water
Renamed WaterEx component to Water
Changed car from four seats to one, driver only.
Updated getting in/out of vehicles. Can now attach both player and motor. There's still an issue with player's eye orientation after getting out.
Fixed movement on slopes. Ground normal always returned as 1 and slope speed calc was broken (probably unnoticed because slopes were never detected).
SerializedPropertyEx.Remove also applies property modifications to the root SerializedObject (fixes behaviour chain removal button not working in GoalPlanSettingsEditor)
GoalPlan.PickUpThrownWeapon uses the regular PickUp Interaciton
Disabled fancy reflection that doesnt work in DataAsset.GetReferences
Asset name typos, data save.
Restored ability to drive vehicles. Cleared last vestiges of the old PlayerInput.
Fixed potential IOE in AIDebugger
Re-wrote fallback GoalPlans system to be use existing systems and be less shit (Goals and Plans can be flagged as fallback, only considered when all non-fallback siblings fail)
Started adding last thrown weapon things
Fixed "Add Goal" button not working on Module nodes in the AI Designer
Fixed PlayerInput check and reduce hitbox opacity again.
fixed a hole in timber mine block T junction
layout improvements cave_large_medium
AI Debugger shows buttons to quickly select module/goal/plan/selector/behaviour with each log
TakeFromDispenser skill usage is conditional, not always applied (.Enabled in data)
Fixed AI Debugger Decision Log logging not filtering grouped logs properly
Moved GroupKnowledge "Can Find" methods to Unit Knowledge (crafting UI buttons will be disabled when the selected Unit cannot find required items)
NRE fix, better request cleanup
Updated the motor a little.
Fixed some input issues with menus not working properly.
More Collaborations cleanup, component only holds a single received request
Added industrial prop c and metallic material fixes
Simplified Collaboration request send/receieve, added some more restrictions to avoid people sending requests that will always be rejected
Automated Linux DS Build #441
model grid tweaks
adding cave_large_medium files wip
Fixed collections missing color data
Automated Windows Build #441
made wolves root motion attack work
Automated Linux Build #441
Print BASS error code for every BASS_Init attempt
Re-enabled Collaborations AI modules
Added a little cleanup routine for badly spawned Items in WorldManger (hack pending spawn refactor)
People should now stop approaching targets when within range
Fixed WaterVisibilityTrigger compile error when set to SERVER in the editor
Added support for mesh renderers to wearable pooling
Fixed pumpkin not shown on player after initial use (RUST-1340)