194,441 Commits over 4,079 Days - 1.99cph!
Added a new way of finding the radius of a unit collection that first finds the Bounds of the collection, then use that to get the radius via extents magnitude.
lod2 updated and prefabbed objects
Fixed river overlap-related reflection issues (RUST-1330)
Tweaked shore alpha fade water material params; touched relevant water shaders
GoalPlan momentum tick is now on game minute, not sim tick, managed by AgentComponentSystem.
Debug rejigging
Added new industrial props
AI Designer no longer displays GoalPlan list in Goal editor
DSE data zero consideration validation/flag
Fixed lighthouse LOD gaps
Relying on assumption of perception data keys in Senses test routines because performance maybe ;x
Senses raycast origin, grid position and distance check origin uses collection when Unit is Senses elect
people can't become tired when asleep
Knowledge fuckery and entity debug tab improvement.
Cleaning up unit collection assets and data, all animal collections now used deferred Senses
Activated water vis trigger in edit mode only, for testing purposes
Fixed tick collision issue properly
Making a little test to easily test this stuff.
Unit collections can elect a Unit to defer all Senses processing to...
Adding cave_medium_hard layout and files
Updated all caves scenes
Fixed rubberbanding at the outer edges of certain terrain triggers (RUST-1321)
Disabled water vis trigger for update/wipe; not server ready yet
Fixed that certain inland geographical features only existed on larger maps
Added terrain check system (similar to terrain anchors but without adjusting the position to fit)
Added terrain checks to lighthouse
adding cave_medium_medium layout and files
adjustments to cave_well_c room jump
flame turret with textures, materials, gibs, col, prefab etc
Fixed water-related DX9 half screen darkening issues across all gpu models (RUST-1322)
Fixed DX9 broken motion blur on AMD R9 (possibly others)
Fixed DX9 broken water reflections on AMD R9 (possibly others)
Stripped Xp system (properly)
hunting chase music stuff again
Added UnitCollections gizmos drawing + toggle to DebugTools/DebugToolsObject
Addded DSE validation that spams the console about missing Considerations (currently harmless, does not affect DM logic at runtime)
Updated DSE drawer so that it longer validates selector dependencies when filtering re-orderable list asset choices, instead we print Blackboard read requirements
Added SelectorSettings.BlackboardReadKeys property
Removed old DecisionPlanParametersDrawer
added interaction positions to berry bush so you can interact with it
added collider to berry bush
Fixed devs/admins not being devs/admins
cave_medium_easy terrain trigger fix at exit2
added more headspace for a jump in canyon room
Fixed water vis trigger handling non player objects + potential timestamp collision
cherry picking from
16720
small holes in a sewer mesh closed
Fix for RUST-1326 / Hapis sewers/drains terrain trigger mess