154,409 Commits over 4,536 Days - 1.42cph!
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texture tweaks to the biofuel generator
Make livestock more deterministic at high timescales, to be able to run long running tests faster
Added biofuel generator gibs, and updated the item icon
updated deployed with gibbable and .item.
updated guide mesh to only reference lod1
Set up wool dropped world model and item icon
hooked up .item with new icon and .worldmodel
Add visual rope when leading livestock, same as horses, and fix leading interaction failing intermittently
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Bundle description shows its content
Gallery pulls the images from steam
Testbed icon upload tool
Fix sheep using old material system mixed with procedural material, fix some ragdolls don't having same material as live animal
merge from store_emptyinv_fix
Fixed store showing "Store content failed to load" when your Rust item inventoty is totally empty
Cherrypick
163442 (Tooling to switch to the testbed steam app in editor)
Livestock small fixes:
- increase livestock headbutt damage, you better dodge this sideways like croc or 2 shot naked
- fix "stop leading" prompt appearing when someone else is leading the cow
- fix grazing through walls
- fix bulls attacking in safezones
- make leading bull strop fighting others
- fix calves not having father genes if father dies between conception and birth
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Make autotest_run refuse when another process already holds the game server port
merge from settings_search_fix
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Fixed editor tests writing two result files
Make navigation tests able to catch spinning agents
Make avoidance twice as fast, still too slow
Fix bull trying to headbutt unreachable players
Fix animals circling around an obstacle forever when fleeing, or around the player when charging
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Add another state ping pong test
Fix pregnant cow ping ponging between curious follow and play random anim
More durable fix for skateboard cow
Fix inbred and non-inbred cow appearances being swapped (for real this time), non-inbread seems much darker on whole body though
Another iteration on avoidance, bad perf but looks good so we'll optimize from there
Fix some non-deterministic tests sometimes failing, remove super long tests from CI
merge from skinviewer_hands_fix
Fixed hands disappearing from the skin viewer when inspecting the viewmodel (hands are now out of the vm prefab and instantiated, they needed their layer swapped to UI)
Adding LODs for the biofuel generator
merge from base_occlusion -> main
Fix compile error (even though it's editor only it still can mess up editor if it switches realms)
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Item schema generation collects bundles
merge from base_occlusion -> main
Fix formatting of Visibility.cs
Adjustment so that respawnable fridges can have a new "first" looter when the items are respawned