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Mailbox. fbx/textures/prefab/materials/gibs
CookCookable machine process overrides RemoveEntity and cleans cookable state
GoalPlan break condition debug log is gated by AIManager flag
DepositEntity action detachs items attached to the item being deposited, where applicable
Fixed NRE in Action.Break
Fixed occasional NavMeshAgent error when using CalculatePath in UnitDecisionMaker
Fixed occasional NRE in SetDestination
Reselect and delete hexes
plastic_wrap generic textures
Fix MRE in CacheRagdollTransforms
Fixed NRE in SetDestinationSettingsEditor
Can put code lock on cupboard
Added CookCookableItem Action
Cleaned up Action state handling
LMB up is default interaction, RMB up radial, RMB down default for unit actions (e.g. combat)
made getting up from sitting more snappy
Fixed death code failing if the owner player wasn't connected.
Working on active/inactive character states. Bit broken currently
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Fixed animation bug with 3rd-person view in CLIENT+SERVER mode when in vehicles.
Return of the third-person view.
fixed jump not playing when character is unarmed
Items attached to other items are included in the Unit.Items list
Machine interaction intention generation can optionally specify a target process settings in InteractionSettings
Draft "cook item on fire" interaction
Renamed a bunch of shit
Added a hack that in BehaviourChain.Add that writes entity from intention to blackboard
- Moved a bunch of members out of the Items component and into the DespositEntity Action where their only usage lives
- UnitAttachments.AttachedEntities no longer includes Items
Cookable things will actually start cooking now
checking in proc gen tests here.
Always stop facing target if we move
More control over spawners in Zone
testbox_hunting spawners set up to test cooking
Rocket factory building / interior / exterior / progress
Fixed missing attachment data for meat and fish
Fixed unit ragdoll toggles breaking selection (was caching the root xform trigger)
Fixed data browser tab NRE when using up/down arrow keys to navigate asset listings
Split UnitDecisionMaker into a partial, cleaned up filtering and added pathfinding filter
Fixed UnitView.FaceTarget being shit, now tracks targets properly
WatchTarget breaks when the target can no longer be perceievd
trying to re add turning and sidestep&backpedal when units get pushed
ItemAttachments can attach any entity type
Moved Item.AttachedToITem to BaseEntity
Adjusted locker deploy / prevent building volumes (RUST-1681)
Upgrade fix (copy & paste fail)
Automated Windows Build #743
Automated Linux Build #743