196,509 Commits over 4,110 Days - 1.99cph!

9 Years Ago
Fixed water catchers using the protection properties of metal building blocks
9 Years Ago
made craft bashing anim loop
9 Years Ago
re-exported hex city pieces
9 Years Ago
Moved graph smartobject debug to simtick, wrapped in editor if defs and AIManager.DecisionLoggingEnabled
9 Years Ago
9 Years Ago
Disabled player and projectile collision on all farmed plants
9 Years Ago
Fixed a bunch of bad consideration data
9 Years Ago
Removed optional "CompleteAtEndOfActionChain" flag from BehaviourPlanSettings
9 Years Ago
Sleep/Sit Interactions wait for flag change to end
9 Years Ago
Added OnUnitFlagChange Action
9 Years Ago
deleted uneeded hatchet anims
9 Years Ago
No longer "clean up" SmartObject subscription in BehaviourChain.Break, instread rely on Behaviour.Break to do handle this internally
9 Years Ago
Fixed water catcher physics layers (RUST-839) Water catchers use RendererLOD
9 Years Ago
Merge fix
9 Years Ago
SmartObject.Unsubscribe tweak
9 Years Ago
subscription/unsubscription call balance debug graph.
9 Years Ago
BehaviourChain.CancelSmartObjectReservations is public SetCurrentGoalPlanVariant cancels SmartObject reservations when incoming variant is not assigned
9 Years Ago
Merge from main
9 Years Ago
Fixed animator warnings on non-throwable weapons
9 Years Ago
Reworking UDM filtering to better support multiple interaction plans from the same data
9 Years Ago
Minor SmartObject cleanup
9 Years Ago
Data
9 Years Ago
Removed aim condition from stone hatchet animator Streamlined setup, all three hatchets now use same anims & animator, additional animations deleted, folders cleaned up
9 Years Ago
Goal node title fix
9 Years Ago
A bunch of AIdesigner tweaks for no good reason
9 Years Ago
Save
9 Years Ago
Added temporary conditions to AI Modules Made Sleep Time a bonus consideration on relevant goals
9 Years Ago
Updated to 5.3.4p6 Fixed some console related issues
9 Years Ago
Tweaked water caustics a bit Fixed revz underwater thickness
9 Years Ago
adding spear attacks and trying to get them to work(dosent yet)
9 Years Ago
Added BehaviourChain DecisionScore to the DebugGraph for New Goal Plan Variant. Red topping for player commands.
9 Years Ago
Updates to Throwable hatchet prefabs/animators/ironsights
9 Years Ago
Tweaks
9 Years Ago
Removed usage of id based lookup of InteractionPlans in SmartObject IBehaviourPlan no longer implements IComparable or exposes an "id" field Added a "sit at campfire" GoalPlan to the human social module Added some smartobject info the debug tools window
9 Years Ago
remade all hex pieces with new hex system and matched up all roads correctly and renamed
9 Years Ago
bamboo fix
9 Years Ago
DebugGraph every time the selected debug unit commits to a new goal.
9 Years Ago
prettttyyyy sure this fixes bugs with animations glitching when exiting inCombat bool mode rotated a bow a little
9 Years Ago
Fixed a bug in EntityManager where we would close the tick simulation gate too early (when post-state ticking last multiple frames).
9 Years Ago
missing from last checkin
9 Years Ago
Inland terrain source files
9 Years Ago
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9 Years Ago
added 3rd person animations for several weapons ( bolt_rifle / smg / m249 / semi_auto rifle / rocket launcher / pump shotgun ) changed some of the player animations to synch up better with the world model animations fixed attachment points for semi_auto pistol
9 Years Ago
added muzzlebrake and muzzleboost models / materials / prefabs
9 Years Ago
Dispenser and VisualFX tweaks
9 Years Ago
10 game seconds per sim tick
9 Years Ago
10ms AI budget
9 Years Ago
Killed activity console logging
9 Years Ago
Fixed PlayerTasksWidget reference widget showing after init (hack) Player's available buildings restricted by InStartingPool flag Fire FX variatnt for campfire with spit
9 Years Ago
Corpse rotting, fixed cooking time/state management. Material color changes for rotting and cooking Corpse dispenser availablity tied to state Fixed corpse carrying and campfire attachment