199,236 Commits over 4,140 Days - 2.01cph!
Automated Linux DS Build #314
mixer stuff and loop levels
Removed tree component from all trees (appears to be slow as fuck)
Removed Scalable and Linkable as concepts in the Stats system
Stat.ChangeMaxValue doesnt need to check type
Started adding woodcutting skill to tree chopping.
Moved apply color/alpha to fragment setup
Fixed for shader bug RUST-833
Fixed infinite tree chopping / take from dispenser actions.
Removed tree component from a bunch of clutter prefabs
Icesheet prefabs use LOD grid
Removed tree component from hemp
Fixed StatsComponentParameters
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
Actually fix stat names in UnitSettingsEditor
TakeFromDispenser now applies Skill Gain and Skills are shown in the Debug window.
A couple of minor TakeFromDispenser tweaks
can deselect bucket instead of drinking from it
fixed NRE when swapping buckets
cannot transfer water into unheld bucket
Condition template fix
InteractionPlanData becomes BehaviourPlanData
Added SkillLevelConditon, for testing the level of a given skill on an entity
Added SkillRequirementCondition, for testing if we pass the required skill levels for our the BehaviourPlan in our DecisionContext package (doesnt work yet)
Removed StatTypes enum, now each type of Stat has it's own enum of stat definitions
Deleted Tiredness Consideration (we already have inverse energy consideration with the same repsonse curve)
unwrapped almost all of exterior and underside of beep truck
Added PlayerTaskTriggerSettingsEditor
Removed old SkillRequirement struct from CraftableParameters
Fixed StatsUtility.GetStat NRE
StatCollection.CreateStat will update existing stats that match data params
EffectsComponent.RemoveEffect Emotes EC null check
basecombatentity ignite baseline
Removing PVT test from benchmark (crashing shit)
Updated player preview idle
Greatly improved VariableReference performance and GC (used in VitalNote, VitalInfo, TextVariable etc.)
Fixed some decor prefabs missing from asset bundles
Added delta update capability to protobuf lib
Ticks are delta'd
Added Rust.Data.Test
Crafting now uses skills and applies skill gain.
Minor tweaks to GameUI, Warmth goal weight
Possible shit fix for ADS fuck up
Re-enabled atmospheric depth in scattering calculation (with better horizon fade than the last time)
Touched ocean and river shaders
Better handling of skill and tool requirement data through BehaviourPlanData
BPD gets passed into Behaviour on creation
Unified some bush prefab settings
Added convar to toggle the shadow casting behaviour of the sun
minor emission scale changes