252,572 Commits over 3,990 Days - 2.64cph!
Unit collections tab in data editor
fixed item description text
UnitCollection now has a proper data type (UnitCollectionSettings)
Action.BreakChain renamed to Break, logs on break when agent.Entity is selected for debug
Fixed moving to target Abilities not having access to current combat ability
Moved tick of Effects away from Sim Tick.
Lets only clean up the dead after Post state of sim tick
Benchmark results use a truncated average instead of plain average
Rendermode benchmarks
Removed range check for ranged attacks when shooting.
Temp caching target for slightly better readability.
EAC hashtool config updates
made ragdolls stop glitching when scale is not 1
add force to correct bone from correct distance in ragdoll when hit by arrows(has some other problems)
Some minor cleanup to the combat ability selector code and a suggestion/comment.
▌▌▉▆▅▅ ▍▍▌▆▌ █▇▆ █▇▄▌▋▊▍ █▅▌▍▊▄ ▄▄▌▇▌▄▋▆
feature complete ownership functonaility (unless its broken )
Clamp Unit senses radius to 75, fixed scale of the trigger itself
- Started porting the simple AI to Behaviour Designer as a learning exercise
ActionState reset handling/cleanup
Fixed Wait Action state handling causing errors
Desire.Equals overloads compare DesireParameters rather than Desire
Desires data properly assigned in Unit.Desires.AddDesire
Added timeout to package collision
fixed issue with some of the female clothing having "Madonna tits"
Desire creation allocation avoidance in actions
Fixed UnitViewUtility not updating prefabs from source correctly
Audio file metas
Rebuilt plugins, updated launcher with eac client dll
More LSO tweaks: reduced bias, now more pronounced everywhere, increased radius and exponent
Added Desire creation support to BehaviourChain Selector elements, exposed via editor and handled by UnitDecisionMaker (no longer hooked up in DSE/DecisionContext)
Desire no longer stores DesireParameters, instead derived types store data as properties
Removed IDesire interface since base Desire no longer requires generics
LSO: Fixed decal materials not receiving LSO
LSO: Fixed state not saved to cfg (RUST-1051)
LSO: Added intensity param set to 0.9 to improve balance between darkest and lightest
LSO: Fixed height normalization error
LSO: Added max height map size (4096)
replaced and added female vox deselects
Added some different building types. Fixed the stair cutting case.
fixing bugs, some ui tweaks, added invert mouse option
AIDesigner cleanup, layout class
- Added Behaviour Designer
- Reimported some old stuff to fix errors after adding BD
Made blueprint corner status indicators neater
replaced female select vox
Tweaks for heli / turret LOS checks with chainlink fence (RUST-1044)
- More ice level testing stuff
▄▍▅▌▅ ▆▋ ▉▋▊▊▊ ▊█▅▊▅▄▉▊▄ ▄█ ▊▍▉▋▆▊▌▌▍▉ █▄▆▌▌▅▄▋▆▌█ (▅▍▋▉ ██▉▌█▊█▄ ▉█▌▉▉▉▌ ▍▌▊▅▅ ▇▌ ▌▆▍ ▉▍▋▅▍▉▄▌▅ ▋▆▆▍▉, ▍▄▄▋ ▇▍▉▉▅▇▍▊ █▋▊▆)