252,764 Commits over 3,990 Days - 2.64cph!
Console system to its own library
Console system to its own library
crossbow reload anim length now matches ironsight start point
Normalized desire consideration
PlayerController command handling clears player created desires for the selected Unit unless if shift modifier is used
Removed unused behaviour settings refs in PlayerController+Units
Added maincamera script to apply ambient and camera frustum shader params (fix for missing ambient light)
Fixed skydome light layer mask to include transparent FX (fix for missing direct light)
Fixed painted images not saving correctly
Added Sqlite/byte/memorystream tests
removed random prefabs/models fomr greenbox
Helk'd it, left a buunch of Debug.Log's in the code
human anim eat with bool isEating
Fixed GetBetaName exception when steam isn't running (benchmarks etc)
for CUI, added Added UI.Ingame.Hud, UI.Ingame.Hud.Under
Removed hacky motion vector non-jitter matrix code now that we're on b25; using built-in, fixes issues with viewmodel
Fixed TimeWarning disposal profiler situation
Moved netgraph to Rust.UI
made dodge dodge less far
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Actual fix for temporal-aa black cancer + tiny alu opt
ProjectVersion / ProjectSettings b25 auto updates
Workaround for building blocked everywhere (RUST-683, maybe RUST-1138)
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Fixed server NRE caused by trying to read clientBranch from out of date clients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)