241,191 Commits over 3,867 Days - 2.60cph!
AI tweaks so that reacting to unseen attackers actually gets picked
Fix attempt for black cancer taking over the screen when using temporal aa
Fixed shader find FXAA shader; already assigned via inspector
Added default shader assignment
airfield hangar COLs and prefabs
no double xp from breaking lootable objects
UnitPortaitManager has seperate settings + prefabs for main portrait and tracker balls
Tooltip has fixed position
Player commands always override current behaviour
FOR FUCK SAKE tweak factory wall texture for better composition
FOR FUCK SAKE rebuild factory/room prefab, fix gap between wall
FOR FUCK SAKE pipe support collision
Exposed combat base range
Don't destroy loaded projectile on attack interrupt if it is our current weapon (shouldnt destroy anyway, need proper ammo handling for arrows etc)
Portrait texture destruction cleanup
Fixed behaviour descriptions being generated too early
Combat.OnAttackFire resets current weapon if throwing it
Fixed server NRE caused by trying to read clientBranch from out of date clients
Fixed UnitPortaitManager not discarding old textures, yay memory leaks.
fixed earning xp from eating your own food
Lerp fix, assuming it works without testing
Show conditons on module nodes in the AI designer
Reworking combat AI modules a bit, split into movement, fighting etc
Human combat module now contains weapon management behaviours, rather than them living in the common module
Combat+Callbacks OnPickedUpItem checks if we're holding the item before setting as current weapon
Fixed non-player combat goal accidentally being chosen
Minor change to FollowTargetSettings for easier debugging of distance values
AIDesigner won't draw BehaviourChain elements if parent Goal or GoalPlan data is nulled (happens during module switch)
Slight tweak for even more sharpness
Reset to basic attack in Combat.SetCurrentWeapon when appropriate
Fixed motion vectors disabled when moblur was disabled; now checking for temporal-aa as well
Experimental tssaa motion based feedback factor scaling (sharper in motion)
Switched tssaa sampling to halton_2_3 (8TX)
null parent goal should cause an error now when populating blackboard read list
reverted to revision before I accidently deleted ragdoll from animal death, no idea how...
AIDesignerLayout.BC_BlackboardRead tweaks/readability
Rocket LOS check improvement (RUST-1139)
Combat+Callbacks item related stuff cleaned up, SetCurrentWeapon introduced
A little CombatAbilitySelectorSettings cleanup
Blackboard reads
changed walk idle blend time to make it look snappier
Check protocol version after the branch since the Steam beta kick message is easier to understand
Netgraph, disabled by default