200,089 Commits over 4,140 Days - 2.01cph!
Fixed some world time event bugs.
Visual FX positioning tweaks
Can no longer place large furnace on top of sleeping bags (RUST-1666)
Ammo usage WIP
It's now possible to craft more than 1 item (arrows)
Data save, testbox_nospawns navmesh
Testbox nospawns consistency
Added IsHeldItem condition blackboard mode, used by Equip Weapon goal plan in human offensive AI module
rocket crane lift model wip
backup/progress
Removed debugging stuff from time manager. Adjusted some mats to look a bit better at night.
Arrows can only be held in RHand, so Bow isnt blocked
Fixed VisualFX entity destruction callback MRE
Visual FX scale reset optional
Removed light clone mask startup log
When checking other players in the grounded test, ignore players that aren't standing on solid ground or recently triggered anti hack
Fixed leak in light clone shadow causing flickering
helmet slit overlay when wearing heavy plate armor
heavy plate armor jacket prevents ADS
any one piece of heavy plate armor reduces movement speed to the same level
protocol++
Ignore lower LODs that increase the amount of verts in a mesh - fixes crash on certain models when not on max model detail
Automated Windows Build #698
Automated Linux Build #698
Automated Linux DS Build #698
Automated Linux Build #699
Automated Windows Build #699
Commenting out DataAssetValidator which I suspect is causing reimporting of various assets
Fixed ResourceViewUtility not picking up state objects that are inactive in the source asset/prefab
Fixed NRE in KeywordsUtility.BuildDescription effect overload
Testing tree felling fuckery
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Fixed crash when CStudioRender::DrawDecalMaterial gets an empty list of decals
Automated Linux Build #700
Automated Linux DS Build #700
Automated Windows Build #700
Crafted items have Group & Controller assigned to that of the unit doing the crafting
Item pickup sets group ownership of item
group cleanup of unused stuff
Added Tribe Amount of Food Consideration.
DesireSelector cleanup
New map WIP
Updated def ready for parts
AI unlocks via goal plan completion and activity (Desire fulfillment) listeners
AI unlocks definition editor
Added hunting area hint
CreateHuntDesire action has two modes (blackboard, target position)
Hunt Desire can now specify a UnitSettings.
Added InternalReset to Desires.
Default RMB command for neutral targets is to create both hunt and kill desires
Desires event cleanup
Fixed player controller not actually creating instance of AbilityPlan for the default neutral target ability
Fixed SetNewHuntingTarget goal plan creating infinite hunt desires