252,857 Commits over 3,990 Days - 2.64cph!
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.
FOR FUCK SAKE commented the debug line in the smoke script
FOR FUCK SAKE playership prefab
Removed old gui_popup sound
WorldManager.FindClosetZone de-LINQed
tree lods and camera fixes
Fixed DistanceConsiderationSettings bad field init (moved to OnEnable)
Fixed entity's not being destroyed properly
Fixed Entity not updating it's grid position on tick
Fixed NRE in DistanceConsideration
Senses stores real distance in perception data, not grid distance (which breaks combat)
Renamed Influence field in EntitySettings for consistency
Editor relfection stuff and field renames in EntitSettings
Automated Linux DS Build #405
Updated mission identifiers
Added steamworks