202,636 Commits over 4,171 Days - 2.02cph!
Foldout for decision makers in Agent debug drawer
Automated Windows Build #744
Automated Linux Build #745
Automated Linux DS Build #745
Skip nested entities when preprocessing prefabs (fixes double preprocessing on monument entities, RUST-1665)
Automated Windows Build #745
AttackUnit action safety break/end by testing Unit.Combat.IsAttacking flag
Fixed small culling issue in cave_small_hard
Added test mode
Fixed skid issue
Renamed main NetworkPlayer classes to NetworkUser
GPV logs player instigated
DSE player instigation debug help
Combat Ability changing now handled independently of moving towards target
Senses non-unit entity LOS check has a slightly vertical offset to avoid bad ground hits
UDM only filters BaseEntity.IsUsable for items
giving up trying to make animals turn be good for now
Senses LOS check no longer includes Buildings layer
Conditions.HasDesireSettings writes to blackboard
Fixed waiting for a thrown weapon when we shouldn't
Blackboard.Copy updates keystate cache
player plays shooting animation when sprinting + shooting
- Fixed GoalPlanVariant.IsPlayerInstigated not being properly set
- Agent.TrySetCurrentGoalPlanVariant considers player instigation equal to player commanded (break active behaviour if the incoming GPV is either, skip score comparison)
Combat State added to debug
Player instigated behaviour only overrides autonomous behaviour
Added streakCounter to PlayerRecord protobuf
Server now tracks player streak stat
Rocket factory / broken windows / interior polish / backup
Various Activity related refucktoring
Fixed Combat.OnFlagRemoved not actually checking the fucking flag like a prick
Fixed shitty activity data mapping stuff
Fixed missing data in Activity
Activity data retrieved after creation, not in base constructor
Fixed some missing scripts in overgrowth_dressing scene
Scene2Prefab
tribe combat activity now has a creator and thus triggers the trigger correctly
UnitSpawner no longer abstract because unity was triggered
PlayerProgression AI unlock activity tweak
TribeActivity creation tidy up
Added skybox during test mode
- Fixed bad rotations from SetDestination face target call
- Fixed wood log attachment offsets
- Improved fire FX
Can't make as much go inactive as I'd hoped. Character needs to still react to changes in the world. Rearranging the system...
Added and now call SetScorched() on the TileView.cs of tiles that units explode on, ready to set scorched stuff