200,687 Commits over 4,171 Days - 2.00cph!
Use world cache in the editor by default as well when running only the client
manifest now generates objectList assets for all types of Definition<T>
Defintion<T>.All no longer uses Resources to load assets
project cleanup (namely moved a bunch of stuff to /Content, nuked Moss.Ai and Rust.Ai folders, moved all scripts to /Scripts)
manifest
Moved some plugins to standard assets/third party
Added ProBuilder and ProGrids
Rebuilt the testbox arena w/probuilder
NPC gizmos NRE fix
Arena crap
early exit out for dismount position checks
only driver can turn boat on/off or access fuel
Fixed the broken npc sound paths.
A few superficial new library prefab changes.
Simplified some magic projectiles.
Exposed ServerProjectile radius
Apex repair (namespace change)
Senses forgets dead/nulled/destroyed entities
Guards will no longer attack pigs and chickens for no reason
Boards no longer run away from guards
Nav agent radius exposed in defs, data cleanup
NPC vs NPC melee range checks have a little extra padding to account for the nav agent radius
Evil predatory animals no longer fight each other
Fixed flee timeout not being used
Cleaning up warnings in my code
Added support for randomising npc skin textures
Fixed NPCs considering other NPCs with no assigned faction to be hostile
NPCs longer see dead people
Guards no longer protect all the animals
Fixed score UI always showing
Agro/Target cleanup, preperation for threat/score calc
Fixed circle level 2 dealing 0 damage + have it use a standard singleton class
Boar anim refinement & stats.
Might have fixed blood fx playing when the player blocks a hit
Fixed fight chance flee roll not setting the flee timeout
Boar sound triggers.
Various sound tweaks.
Also unset agro when setting flee fact
Trigger fix.
Boar death prefab.
Boar footstep sound defs.
Boars flinch when attacked.
Ragdolls don't block your movement anymore.
Deer anim & sound stuff