198,653 Commits over 4,140 Days - 2.00cph!
Simplified some magic projectiles.
Fixed the broken npc sound paths.
A few superficial new library prefab changes.
early exit out for dismount position checks
only driver can turn boat on/off or access fuel
NPC gizmos NRE fix
Arena crap
Added ProBuilder and ProGrids
Rebuilt the testbox arena w/probuilder
Moved some plugins to standard assets/third party
manifest now generates objectList assets for all types of Definition<T>
Defintion<T>.All no longer uses Resources to load assets
project cleanup (namely moved a bunch of stuff to /Content, nuked Moss.Ai and Rust.Ai folders, moved all scripts to /Scripts)
manifest
Use world cache in the editor by default as well when running only the client
Fixed rare orphaned client side entities
Various combat related improvs.
Testbox is a singleplayer test arena.
add background color to player panel portrait
set default portrait if null
Removed junkpiles & junkpile code.
Some Rust tree assets.
Rainy weather isn't as dark during daytime.
Manifest.
Fixed giant spider invalid navagent type
Stopping distance and autobreaking in NPC defs
Scenes cleanup
NPC debug vis
Reworked faction raids setup, now picks closets hostile faction camp.
Factions can be flagged as non-raidable and/or unable to raid others
Removed un-used agro strats
Misc editor
Removed TownGuard test NPC
Fixed NPCs not roaming (IsStopped fact wasn't being set on init, no longer gates roaming behaviour)
Cleaned up NPC agro logic significantly
NPC defs hold default faction
NPCs can define natural enemies
Added Ruin/NPC Editor tool
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Added additional info to entity console commands
Added entity.find_status console command
Fix some levels being wrong underwater
progress backup
house ruins greybox models
wip AI squad building improvements
Disable merchant component on NPCs not spawned with the settlement system (for now)