252,586 Commits over 3,990 Days - 2.64cph!
Added basic implementation of single select controller + follow only camera
Fixed interaction settings wrapper being a dick
Considerations contribution range is now defined on each wrapper, supports negative values
Action wrapper goodness
Added regaining stamina ability and AI
Radial menu doesn't show interactions for held items that still have active subscriptions (e.g. pickup)
ActionChain executes actions marked for ExecuteOnBreak... on break!
Fixed VicinityEffects not creating their triggers on the correct layer
added anim debug exit, add to anim in state machine to debug log when it starts and how long it took before exiting
Navigation destination reached callback revert
Projectile NRE fix + comments
UnitVIew assigns hitbox.Unit during Setup
Projectiles ignore collisions with their shooter
Log error if we fail to spawn a projectile in Unit.Combat.PerformRangedAttack
Animation/Navigtation state callback changes
FOR FUCK SAKE tweak AO and light
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- Accelerate and StopAccelerating action code
- Started coding some AI conditionals for behaviour trees, now that I kinda know what I'm doing
Automated Linux DS Build #370
Automated Windows Build #370
Automated Linux Build #370
CTextureManager::FindTexture no longer ignores textures with a blank name - stops CTextureManager::FindOrLoadTexture from leaking
lots of texture/tree/road mods
Fixed arrow trails being destroyed early, (VisualFX set to looping, stopped by Projectile when it lands, trail renderer set to autodestruct)
Only log Combat component range messages when a Unit is selected
Territorial AI module "Attack Intruder" GoalPlan now uses the "Set Combat Target" Ability rather than Attack
Perimeter wall models/LODs/COLs and prefabs
Industrial buildings - Watchtowers a,b,c,d models
Industrial ruins - models
Fixed see players through walls with motion blur (RUST-1069)
If GetFreeState reports error, return default(T) for chance of null, rather than new T().
Added a couple of debug logs to try to catch this combat bug
GetFreeState in ActionSettings should never be able to "GetEnd" a null value, since we pre-allocate the entire array.