252,246 Commits over 3,990 Days - 2.63cph!
res data to go with last checkin
Added decay to sleeping bags, tool cupboards, barricades and traps
Network++
Removed all IM considerations
Reverted threat calc in Senses
Fixed UnitCollection.GetAveragePosition NaN
Fixed NaN value in Effect.Sleeping.FX def
Replaced Combat damage application with direct Stat value change calls
Replaced Combat stamina drain effect with a direct call to the stat system
Fixed wrong interactions on deer corpse
Combat.CurrentTarget nulled on entity removal
Combat NRE fix
Fixed Senses trigger presisting after unit death
Added a couple of values to unit sound enum
Improved storage and handling of EntityViewPrefab data
Corpse.Create transfers EntityViewPrefabData from source Unit
Assign Item.View in Corpse.Create
Removed hack in Agent.Initialize
EntityComponent.PreDestroy
Agents need to listen to other entities being removed/destroyed, that we can clean up their blackboards.
Fixed bad component type in UnitSettings.DefaultComponents
Agent entity removal hack
Corpse tweaks
Blackboard.Contains
Destroy of Entity is now on tick (after all entities have ticked, so can happen after multiple frames).
Editor boxes and a couple of animal sounds added to the data.
Loads of editor bullshit to encorporate the new audio bundles
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Item NRE view when view is null, which we now allow
Fixed revz unable to see players name plate (RUST-884)
Pretty sure this fixes any delay between fire animations being triggered.
Removed old BeforeEditor.Refresh method
latest deer that actually exports correctly