252,305 Commits over 3,990 Days - 2.63cph!
Refactoring Machine a bit, fixed issues creation/init and inter-process dependencies not working. TLDR : you can cook shit now
render.PushFilterMag/render.PushFilterMin now work with queued rendering
Swapped behaviour of render.PushFilterMag/render.PushFilterMin to do the right things
Added a friendly support calculation for "negative threat", needs testing.
Don't allow player to try and subscribe to a smartobject/interaction that has no available subscription slots.
Animals no longer require the Items component to eat items, or eat from dispensers
RUST-716 Fix - Collision missing on small section of wall
RUST-873 fix monument metal buildings roof transparent (low decor & object quality)
Water Desalinator normal map rebake to be synched with low mesh
Potential fix for some SmartObject reservation issues
First pass at Player created Desire injection (crafting)
TakeFromDispenser Unit.Items NRE catch and console warning
Animals can consume items
Item Craft Desires no longer create Find Item Desires for each of their required crafting ingredients
BehaviourPlanData no longer stores lists of SkillRequirement and ToolType
SkillRequirement is a class
Desires support ToolTypes
Split Building Goals in to new module
Added some basic Social AI modules to humans
TakeFromDispenser NRE fix
Ignore destroyed entities in UDM filtering just to be safe
No longer reset all SmartObject reservations every tick in EntityManager
SmartObject reservation cleanup in BehaviourChain
Removing some un-used SmartObject subscription overloads and params
Don't reserve subscription slots during DM, only when adding the best resulting variant to the BehaviourChain
AI Designer improvements, data save
Abilities in GoalPlan BehaviourChains can now filter by available SmartObject Interactions on their prospective targets, during DM
Added machine item output process (not tested yet).
FOR FUCK SAKE factory prefab for minimap render
Test hex road layout and scene
Fixed revz FX/pixelate (censor) shader + a few others
Actually fixing decision log counts
Exposed EntityManager budget to inspector
DecisionLogGroup fix
Adding method for reflection events
Updated Hatchet throw source
Profile hooks for Agent debug
Only selected agent generates log data by default
created city hex blocks max and exported fbx
atmos edit and hunting loop added
Decision logger group improvements
Death flag fix
Entity selection improved in AI Debugger
Decision logger grouping by DSE log id and decision plan equality
Units in combat should now look at their target (not really tested yet due to some other issues).
Fixed entity leak at world origin that could lead to huge performance drops / server join times (RUST-749, RUST-776, RUST-909)
Removed redundant NetworkChannel