200,315 Commits over 4,140 Days - 2.02cph!
Remove penalties and bonuses to whether we're carrying anything in the fight between gather and deposit goal plans.
Fixed client collider on PineBare-2 (RUST-1660)
Time events are now repeatable and get rescheduled.
Tweak to Wander Alone chance (from 50% to 25%)
Copied Pal's code-callable-AI-think instead of letting Apex tick the AI
Added Roles.ChangeRoleWeight for cleaner usage
Added Gatherer Role, used by various gathering related goal plans
GoalPlans can now define Role params
UnitSettings.RolesParameters no longer has to define a list of valid roles for that Unit type, instead we use them all via RoleDefinition.Definitions
AssetMenu/AssetList doesnt nest stuff if there's only a single reasonably sized group of uncategorized items (e.g. definitions)
Decision log shows role score for goal plans
Made area hunting into more of an attack move type command.
Positions and PositionSets can now be written directly to Blackboard.
overhang bridge piece for jumping puzzle
added beep cosmetic variants 2-6
Disabled navmesh area modifiers on cliff prefab rock objects
vm source update, added file
Ladder movement is verified on the server
reduced polycount on beep_truck_cosmetic_items_2
Rcon.Web is enabled by default (launch with +rcon.web 0 to disable)
Websocket rcon should bind to single ip properly if supplied by rcon.Ip
reduced tri count on beep_truck_cosmetic_items_3
Time is synced over network. Need to keep an eye on this.
FOR FUCK SAKE tile shader fix
FOR FUCK SAKE tile textures
Added Combat Component Debug
Weather FX tweaks
Firewood attachment point fix (hands only)
NRE fix in Interrupt Attack.
Combat debug shows current Combat Ability.
Updated post pro, fucking with player settings
Desires can now have a parent Desire
Updated headlights to latest TOD. Bonus bugfix in WorldTimeManager.
Post processing from asset store instead of github...
Also listen to removal of parent desires
Merge latest stuff into TOD branch, including headlights on vehicles.
Combat.HasValidLastReceivedHit checks that the attacker in the event data is not destroyed or null
Disabled eye adaptation to see if it fixes these build errors
BaseEntity caches last view position to avoid MREs when things die
Wearable durability loss on combat hits
Warnings
Navigation.IsValidDestination only returns true if the path is complete
UI fuckeries