194,374 Commits over 4,079 Days - 1.99cph!
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)
Can now move and delete existing decals
Added interaction HUD message.
Fixed Resources without interaction positional data not being interactable. (InteractionSettingsWrapper.MaxSubscriptions was 0, now validated editor side)
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).
Reducing duplicated code. Add character controller reference back in
Unit.Navigation.TrySetDestination robustness
AI Debugger panel moved to BeforeEditorLayout, added to DebugTools
Fixed potential KeyNotFoundException in Senses