252,187 Commits over 3,990 Days - 2.63cph!
basecombatentity ignite baseline
EffectsComponent.RemoveEffect Emotes EC null check
StatCollection.CreateStat will update existing stats that match data params
Fixed StatsUtility.GetStat NRE
Added PlayerTaskTriggerSettingsEditor
Removed old SkillRequirement struct from CraftableParameters
unwrapped almost all of exterior and underside of beep truck
Deleted Tiredness Consideration (we already have inverse energy consideration with the same repsonse curve)
Removed StatTypes enum, now each type of Stat has it's own enum of stat definitions
Condition template fix
InteractionPlanData becomes BehaviourPlanData
Added SkillLevelConditon, for testing the level of a given skill on an entity
Added SkillRequirementCondition, for testing if we pass the required skill levels for our the BehaviourPlan in our DecisionContext package (doesnt work yet)
can deselect bucket instead of drinking from it
fixed NRE when swapping buckets
cannot transfer water into unheld bucket
A couple of minor TakeFromDispenser tweaks
TakeFromDispenser now applies Skill Gain and Skills are shown in the Debug window.
Actually fix stat names in UnitSettingsEditor
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
Fixed StatsComponentParameters
Removed tree component from hemp
Icesheet prefabs use LOD grid
Removed tree component from a bunch of clutter prefabs
Fixed infinite tree chopping / take from dispenser actions.
Moved apply color/alpha to fragment setup
Fixed for shader bug RUST-833
Started adding woodcutting skill to tree chopping.
Stat.ChangeMaxValue doesnt need to check type
Removed Scalable and Linkable as concepts in the Stats system
Removed tree component from all trees (appears to be slow as fuck)
mixer stuff and loop levels
Automated Linux DS Build #314
Adjusted grass LODing (less upscaling on lower LODs)
Automated Windows Build #314
Automated Linux Build #314
Clients can connect to listen servers through Steam P2P (backend, no changes to any UI)
Players can join new missions after previous mission has completed
Pass StatCollections's Entity into Stat constructor for easier event setup
Added AttributeSimulators
Removed IStatValueChange
Stat simulation split up per stat type, added base Stat.Simulate method
Fixed hang caused by StatMinipulatorParametersDrawer
Automated Linux DS Build #313
Added NoShadows benchmark
Finished terrain shader logz tests and mods, got started on grass and cleaned shadow mask prepass code
Moved logz constant precalc to script/maincamera; added executeInEditMode
Removed some unused garbage
Removed legacy fog modes from all release scenes & shader stripping
Automated Windows Build #313
Stripped legacy fog from procmap benchmark scene (perf experiment)