197,476 Commits over 4,110 Days - 2.00cph!
Added AIManager.DebugLoggingEnabled
Debug tools hook into player controller deselection, too.
better fix for sebs hack to stop units looking at desitionations when navmesh path is not a straight line from unit to dest
Added global Animation Debug flag in UnitManager, used in Unit.Animation
Entity.IsSelectedForDebug is now set/unset by DebugTools. not the AI Debugger
Fixed NRE when editing item
Added ActiveBehaviourConditionSettings
Fixed uncompressed normals wrong green
converted crafting, hammering and chopping triggers to bools
Fixed Rock skin
Fixed not running culling client/server only components properly (untested)
Fixed Water Purifier skin
Client keeps track of subscribed network groups, warns when something fishy happens
Network++
Energy Consideration curve tweak
TribeMemberActivityTrigger tweak
Play on break for the off animation allow us put it after Consume One, and it looks much better.
Consume from dispenser now looks slightly better, but still not perfect.
Rev 1532 killed ground fx for vehicles. Bringing them back while also keeping Paul's changes.
Fixed issues with vehicle going between active/inactive states
In-vehicle state changing work
Re-working how combat kill activity is recorded
TribeMemberActivityTrigger checks that the activity creator is a member of the player's tribe where applicable
Shops now work again (IItemRequestReceiver)
Names config, wearable condition fix
Some UIElement/Screen/Widget refactoring, added support for widget isolation
Moved crafting and building modals to their own widgets
Automated Linux DS Build #454
Automated Windows Build #454
Automated Linux Build #454
* Fixed massive FPS loss when Entity.Set(Sub)Material is used with unloaded materials
Dispenable interactions no longer get names from their wrappers
workshop: fixed cutout by forcing all blend mode permutations in rust/std-cloth shaders
Small animal skin requires 20 hide
Fixed ItemHasHolder.Modes.Any
Fixed bad richtext formatting in UnitInfoWidget
ConsumeFromDispenser(Human) DSE condition tweaks (cannot be contained)
Don't show skill strings until Novice or above
Spawn tweaks, more rocks.
Hacky fix for potential zone spawn conflicts with tribe create
Skill tweaks
Fixed potential NRE in Water.ToggleVisibility
Automated Linux DS Build #453
Re-ordered consume action chains a bit
Hat prefab change
Automated Windows Build #453