197,472 Commits over 4,110 Days - 2.00cph!

9 Years Ago
not sure why but this is changed and they were gathering from bushes \o/
9 Years Ago
gathering is now a bool
9 Years Ago
Added portacabin greyboxes
9 Years Ago
Som random changes
9 Years Ago
Merge from main
9 Years Ago
Correctly apply ambient multiplier at runtime
9 Years Ago
Truck cabin and truck trailer greybox models and prefabs
9 Years Ago
Server compile fix
9 Years Ago
Workshop Skin Downloading, applying
9 Years Ago
One last sound tweak
9 Years Ago
Forgot to add size doubling in FixedArray when we GetEnd...
9 Years Ago
more water sfx fiddles
9 Years Ago
Enabled player model pooling by default (testing)
9 Years Ago
water sfx fiddles
9 Years Ago
Only log gib warning if developer > 0 Reduced GC from gibs
9 Years Ago
Removed hardcoded paths
9 Years Ago
- Increased interactaion range for now so I don't have to keep chasing after shit
9 Years Ago
FA now doubles it size using Array Resize.
9 Years Ago
Rebaked concrete barrier normal to work with wieghted vertex normals
9 Years Ago
sound fiddles
9 Years Ago
Fix for RUST-1389 / Top of dome monument buildable
9 Years Ago
FixedArray will now dynamically increase it's dimension (by doubling its size) every time we run out of space. This only happens in non-unity-editor builds.
9 Years Ago
Camera now gets parented to ships
9 Years Ago
island 1 sound tweaks
9 Years Ago
SkinId is ulong - network++
9 Years Ago
Fixed Item.WoodLog default interaction id being 0
9 Years Ago
Added Is Busy Building Something and Is Busy Crafting Something, that a unit can consider the current behaviour of another unit when making decisions. A unit will not try to collaborate with someone that's busy doing something else (like building or crafting).
9 Years Ago
PineTree save
9 Years Ago
Behaviour.Tick/SimTick don't call Break when target entity is destroyed
9 Years Ago
Fixes to chat and game scene Added extra hex prefab
9 Years Ago
Structure/Props folder cleanup
9 Years Ago
ActionChain debug shit
9 Years Ago
Human - Movement Mode slot set to Secondary, to mimick Common - Movement Mode.
9 Years Ago
Human - Movement Mode should probably be set to Movement Management DM type.
9 Years Ago
Added a Human - Movement Mode specific to humans, that takes thrown weapons into account for movement speed.
9 Years Ago
Icon uploading
9 Years Ago
ActionSettingsWrapper can now override the description for that action generated by the parent behaviour
9 Years Ago
Fixed power substation scenes missing SceneToPrefab tag
9 Years Ago
Improved Scene2Prefab preprocessing
9 Years Ago
SteamInventory json generation
9 Years Ago
Log warning when moving entity to group we are not subscribed to Only log group subscription warnings if developer > 0
9 Years Ago
Can now centre or find nearest edge for control points
9 Years Ago
Folder cleanup old crap warehouse until replacement
9 Years Ago
Warehouses greybox models and prefabs
9 Years Ago
Pause editor when Steam initialization failed
9 Years Ago
Renamed trigger anim actions to match their new param types (bool)
9 Years Ago
Added AIManager.DebugLoggingEnabled
9 Years Ago
Debug tools hook into player controller deselection, too.
9 Years Ago
better fix for sebs hack to stop units looking at desitionations when navmesh path is not a straight line from unit to dest
9 Years Ago
Added global Animation Debug flag in UnitManager, used in Unit.Animation Entity.IsSelectedForDebug is now set/unset by DebugTools. not the AI Debugger