241,271 Commits over 3,867 Days - 2.60cph!
TraitSettingsEditor cleanup
Fixed layer toggle with no name in F1 tools
Nuked SENaturalBloom from third-party since we're only using the dirt textures on our custom bloom
Added AIModuleSettingsWrapper, holds weight, stored in DecisionMakerParameters and TraitSettings
Removed Weight from Goal and GoalPlan data
Tweaked motion blur default sample counts to low=8, med=16, high=32; switched to med by default to save 20%
Added non drawing graphic for imageless raycast ui
Updated HUD to skip drawing of invisible fullscreen quad; saved ~0.1 ms
PositionLerp and BoneFollower no longer conflict with each other on parented entities
Projectiles can be picked up immediately after they hit something
Remade Zone object in smartobject_test scene, which fixes weird warnings (ty Unity you mentalist)
Fixed revz not default to 1 when client cfg is missing
hair movement slimplified and works. need to check see if it breaks instancing. added hair caps under the hair that dont get animation to stop flesh poking out
satchel charge model, materials and textures
Modal popup hover state fix
changed beancan material values
Nuked some old cosiderditions (new word)
Attempt at fix for TSSAA flickering while changing items (RUST-1186)
Conditions and Considerations both implement the same BlackboardReadKeys property pattern as ActionSettings
combatlog correctly displays the latest 30 entries (use combatlog 100 until this is live)
Items have physics re-enabled when dropped by dead units \o/
structure placement sfx added
Removed UnitInfo because it was stupid
Fixed some issues with entity naming
Entity stores creation time (game DateTime from TOD)
Fixed UnitBehaviourWidget cutting off longer behaviour descriptions
Fixed index our of range in ECM tick
Automated Linux DS Build #407
Renamed UnitView.FaceTarget and removed overload we didn't really need
Fixed Unit ragdolls not inheriting their movement velocity on death
Delete to kill selected units in editor
Automated Windows Build #407
Automated Linux Build #407
Fixed broken Hapis lake waves (RUST-1178)
Added proper lake support in water2; dedicated material, etc
Added edit-time placeholder river+lake materials to hapis
Projected textures can now be orthographic
Added ProjectedTexture:SetOrthographic & ProjectedTexture:GetOrthographic
Automated Linux DS Build #406
Commented out grid manager debug logs
HumanView LateUpdate animation code doesn't run if the unit is dead
EntityComponentManager destroyed components buffer/cleanup at end of tick
Automated Windows Build #406
Automated Linux Build #406
Tunnel peekaboo glitch fix
Scene2Prefab
Added p2p_friendsonly ConVar
Moved human specific animation code out of UnitView and into HumanView
Fixed HumanView Update not calling base
Unity launch vars, the same as old builder
Cleanup bundles folder properly when building
Enable gfx jobs in player settings..
ActionSettings must implement BlackboardReadKeys array property, displayed in editor (BEF-311)
Added warning in Items.OnPickUpEvent when the item has been nulled whilst waiting for the callback, which is apparently possible.