252,373 Commits over 3,990 Days - 2.64cph!
▇▊▆▊▄██_▅▆▍▉▇▊▊▅▍█ ▄▆▉▆ ▅ ▍▉▄ ▉▉ ▌▄▍▉ ▆▉▇▋█
Fixed admins getting AH violations when disabling admin cheat while moving very fast
Fixed taking damage when entering water while using admin cheat
Fixed being able to place boxes partially inside walls (RUST-908)
Fixed weapon attachments being invisible when attached to weapon that is currently held
Cleaned up some code that dealt with the weapon attachment disabled flag
Moved the handling of "frames per tick" tracking, that it's a bit more clear what's going on with it.
A sim tick won't use up multiple frames due to the three states of ticking anymore, but rather strive to use as much of it's budget as possible each frame (even if that includes multiple tick states in a single frame).
Fixed order of SetDestination start
NRE fix in combat ability selector
Combat ability selector tweaks
EntityManager budget sim tick in LateUpdate
Updated scenes
Removed old truck prefab
Fixed potential NREs in Corpse
Testing ActionChain break change (dont break current action if not running, I suspect this never got called anyway)
Navigation.SetDestination does reset path again, for testing
TribeStartArea tweak
Snow weather type
Aiming source anims for vm bone knife/club
Sleep fx renders more nicely.
Dirt click fx improvements (needs to eventually pull biome colors)
Blood tweaks
Prefab attachment data, arrow trails
CameraModule.Follow tweaks (abstract in base)
Clicking tribe portraits will snapto, select and follow the unit
Blood isn't bioluminescent anymore
Behaviour constructor fix
Some behaviour UI groundwork
Ability description changes
Saved island01 with splat painting off, again
Exposed perception cooldown for go to actions in data
Following units should now use the last seen position and stop after a certain time if the target is no longer perceived.
Removed look and wait from end of Interaction.GoTo
Added Human Idle AI module with Ponder Goal/Plan
Successive player commands now add behaviours to the GPV.BehaviourChain rather than cancelling it (if it was player initiated)
FOR FUCK SAKE foreground shader
FOR FUCK SAKE factory prefab
Renamed all human vox sounds using new format
Unit.Navigation.SetDestination doesn't reset path
Reverted player controller forced unit navigation reset hack
Added shader "Before/Particles/Lit Alpha Blended" a lit and fogged version of "Particles/Alpha Blended"
Don't break running action chain elements in ActionChain.Break
FOR FUCK SAKE asteroid prefab with particles
A bunch of metas appaerently
Player goto commands forcibly stop the unit first
Saving island01 with splat painting off
Generic mat tweaks (for editor view)
█ ▋▋▌▋▇▍▆▆ ▊▍▌ ▊▊▋▍▊▌/▉▄▊▍▄▇▋
!█ ▋▉▇▉▆▌▌▉ ▉█▉▍▄▋▍ ▉▌▇▇▌
▇▆▍ ▇█▊▋ ▍▆▉▊ █▄▆▊▇▌
Fixed some selectors not writing to blackboard in building AI module