252,331 Commits over 3,990 Days - 2.64cph!
Added BehaviourChain DecisionScore to the DebugGraph for New Goal Plan Variant. Red topping for player commands.
Updates to Throwable hatchet prefabs/animators/ironsights
Removed usage of id based lookup of InteractionPlans in SmartObject
IBehaviourPlan no longer implements IComparable or exposes an "id" field
Added a "sit at campfire" GoalPlan to the human social module
Added some smartobject info the debug tools window
remade all hex pieces with new hex system and matched up all roads correctly and renamed
DebugGraph every time the selected debug unit commits to a new goal.
prettttyyyy sure this fixes bugs with animations glitching when exiting inCombat bool mode
rotated a bow a little
Fixed a bug in EntityManager where we would close the tick simulation gate too early (when post-state ticking last multiple frames).
missing from last checkin
Inland terrain source files
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added 3rd person animations for several weapons ( bolt_rifle / smg / m249 / semi_auto rifle / rocket launcher / pump shotgun )
changed some of the player animations to synch up better with the world model animations
fixed attachment points for semi_auto pistol
added muzzlebrake and muzzleboost models / materials / prefabs
Dispenser and VisualFX tweaks
10 game seconds per sim tick
Killed activity console logging
Fixed PlayerTasksWidget reference widget showing after init (hack)
Player's available buildings restricted by InStartingPool flag
Fire FX variatnt for campfire with spit
Corpse rotting, fixed cooking time/state management. Material color changes for rotting and cooking
Corpse dispenser availablity tied to state
Fixed corpse carrying and campfire attachment
Merged in caustics changes from wrong branch
Added caustics wind scrolling + mat param; default = just enough to be noticeable
Added caustics tiling + mat param; default = halved from previous, larger spacing
More item pickup/drop ui sounds
Minor shader fixes
Merged in revz dx9 player preview fix
Added event music for combat.
Fixed revz DX9 whiteout player preview model (RUST-950)
Unity b17 shader auto updates
Unit physics and ragdoll fixes
Improved PlayerController interaction
Projectile trail disabled on setup
Destroy projectiles when interrupting a ranged attack
Fixed projectiles not finding UnitView in parent of whateverthefucktheyhit.
Fixed portrait widget showing when the player selects any entity in the editor
CombatAbilitySelectorSettings NRE catch and TODO
Corpse attachment carry bool and cooking bool
updated anims to rotate arrow once bow is in combat mode
Added support for different attachments roles/modes
should be a big improvement with how players look while holding a bow and being in combat
reworking hex block to have better tesselation and matching up road surfaces
WeatherSettings data refactor to use less classes
Clear weather now has correct music tag
MusicManager now logs asset name rather than flag enum tags that were showing -1
Removed "IsClearWeatherType" bool etc
CookCorpse no longer requires a skinned corpse
Fixed fire treating all items as valid fuel
Updated RCC to v3
New driveable lod 1 truck