252,197 Commits over 3,990 Days - 2.63cph!
Updated the fishtrap size (-25%)
check it (in) before I wreck it
Updated Condition and Consideration templates
Condition + Consideration params refactor
AIDesigner+Editor index out of range fix (update serialized property)
Fishtrap models, LODs, COL, Gibs and textures
Icon update, prefab update
smartobject_test topology maps cleared
Added ItemSpawner, cleaned up Zone+Ecology spawner handling
FOR FUCK SAKE rotors database and renaming folder
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow)
Network++ (dev servers might warn when loading a save, but no forced wipe)
Made Combat select basic attack as default ability.
Player created goals recieve a BehaviourChainData package from GameUI's Blackboard (used for radial menu selector queries and conditions)
Selectors, Conditions and Consdierations all take a Blackboard ref in their respective query/eval methods.
DecisionScoreEvaluator.QuerySelectors can be called by external systems to populate any given Blackboard
Added Copy method to BehaviourChainData
Added BlackboardKeys cache to EnumArrays
exported new beep truck lod 0 to unity project, assigned correct materials, deleted unused materials.
UnitSettingsEditor.AddAttachmentPoint also updates existing APs properly
set triggeDodge to off by default
Run attachments + wearables setup on unit view update, not just create.
Changed hand attachment bone setup to use new item_L/R bones
2/2
changed the rootmotion script to be on the anim in the controller, still dosent work with idle though and rotation has to be hard coded in.
added DEF_item_L and DEF_item_R to the human male only (needs to be updated for female and child if we like it)
1 of 2
changed the rootmotion script to be on the anim in the controller, still dosent work with idle though and rotation has to be hard coded in.
added DEF_item_L and DEF_item_R to the human male only (needs to be updated for female and child if we like it)
baked out and added rivets, rescaled truck, re exported
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
Fixed metal facemasks not always protecting against headshots (RUST-849)
Automated Linux DS Build #324
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Automated Windows Build #324
Fixed speedup when moving diagonally
Automated Linux Build #324
CLuaShared::LoadFile_FromDataTable now works properly with any path identifier
Clientside autorefresh now finds root Lua file on its own (doesn't rely on serverside AddCSLuaFile placement)
Fixed NoShadows benchmark
merge from main/mix-polish
merge from main/mix-polish
Mix improvements, lots of sound polish, more variations for a bunch of common sounds, etc, etc
human meat is salty
charcoal stacks to 1000
added fishtrap and fish
reactive target is cheaper and resets on its own after 6 seconds
improved the walk/jog animations to look more natural
fixed a bunch of animations that were missing events (footsteps / jumping / wounded/ etc)
Switch to reverse-z quasi-log to avoid depth write; should be virtually perf-cost free now
Got everything working except two non-rust/std standard shaders still used in weapons
Automated Linux DS Build #323
Automated Windows Build #323
Automated Linux Build #323
- render.RedownloadAllLightmaps now updates lighting on static props as well
- Fixed a rare case where NPCs could become invisible after noclipping into them
- Fixed vehicles (and some flying NPCs) being completely silent if they spawned outside of the client's PAS
- Fixed not being able to create more than one font with different scanline sizes but otherwise identical parameters
FOR FUCK SAKE missing file