223,675 Commits over 3,684 Days - 2.53cph!
Automated Linux DS Build #700
Automated Linux Build #700
Fixed crash when CStudioRender::DrawDecalMaterial gets an empty list of decals
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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
Automated Windows Build #699
Automated Linux Build #699
Automated Linux DS Build #698
Automated Linux Build #698
Automated Windows Build #698
Ignore lower LODs that increase the amount of verts in a mesh - fixes crash on certain models when not on max model detail
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++
Fixed leak in light clone shadow causing flickering
When checking other players in the grounded test, ignore players that aren't standing on solid ground or recently triggered anti hack
Removed light clone mask startup log
Visual FX scale reset optional
Arrows can only be held in RHand, so Bow isnt blocked
Fixed VisualFX entity destruction callback MRE
Removed debugging stuff from time manager. Adjusted some mats to look a bit better at night.
rocket crane lift model wip
backup/progress
Added IsHeldItem condition blackboard mode, used by Equip Weapon goal plan in human offensive AI module
Testbox nospawns consistency
Data save, testbox_nospawns navmesh
Ammo usage WIP
It's now possible to craft more than 1 item (arrows)
Can no longer place large furnace on top of sleeping bags (RUST-1666)
Visual FX positioning tweaks
Fixed some world time event bugs.
SensesMeasurementTrigger logs values for the evaluation
Increased "TooNoisyToSleep" threshold
Starting date/time is set in survival game mode def
Removed dead zombie dude from testbox
Effect has short description field
GetCriticalEffect should use first or default
made freezing idles a bool
Fixed Effects.GetCriticalEffect being shit
Visual FX destroy on entity destruction
Player controller cleanup
Reduced unit audio distance
Removed collaboration for curing sickness.
FeedItemToTarget action (with blackboard and intention support)
Humans no longer aligned to ground