201,780 Commits over 4,171 Days - 2.02cph!
Fixed npc culling NRE after leaving server
Enabled back culling and variable visupdate rate
made happy walk more happy
Chair models/LODs/COL/Gibs/Textures
Prefabs/skinnable setup
ItemScreenshot scene update
added happy and sad idles and stopped some happy looking idle variations happen when unit is sad
Recalculated Jack O Lantern entity bounds (RUST-1571)
Added Spatial.Grid for use in Entity.Query
Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
Fixed batching issue with entities that are both pooled and skinned
Fixed testbox only spawning 2 people
Actual distance in senses debug overlay
Ai can hear gunshots - which wake them up, and they avoid moving towards them
added sidewalk and vertex colour to dirt hex ramp
added new wip terrain shader
Senses overlay ignore selected
Senses overlay forced for selected only
Senses overlay shows visibility score of target unit
some polish on dual item carrying anims
removed duplicate anims and update animevent position
added 5 temp buildings to unity project
Updated rig with driving model and straighten assist
Added various overloads for Dispenser.HasDispensable, fixed ItemSettings overload not checking dispensable availability and quantity
Added InteractionsPlans list to Blackboard keys/data
Added DesiredDispensableInteractionPlans Selector
Added BlackboardInteractionPlans mode for BehaviourChainInjector
Fixed GoalPlan editor not pulling Blackboard reads from TargetFilter element Selectors
Removed harvesting related GoalPlans from the Human/Building module
Fixed zone spawn controls not actually working
UnitDecisionMaker.CreateDesires missing a ! in component enabled check
TargetFilter 'BlackboardBuildingMaterialRequirements' Desire creation mode now supports both item and material requirements, creates desires for both
Fixed ItemDesire not correctly assigning data on init