137,319 Commits over 4,474 Days - 1.28cph!
Remove some left over logging, and testing holes from foundations
merge from PlayerMaintainedMonuments
merge from buried_item_null_checks
Fixed ownershipShares NRE happening on modded servers with higher stacksizes
Merge: from codeanalyzer_getwrapperattrib
- Update Rust.CodeAnalyzer for PoolAnalyzerGetWrapperAttribute support
- Bugfix 4 pool leaks from above attrib
Tests: compiler simulator passes
GetExtrapolationTime tweak
Bugfix: fixup pooling errors in 4 places - 2 in WireTool, BaseAIBrain and CommunityEntity
- added a bunch of PoolAnalyzerNonCachingAttribute to BaseAIBrain calls working on proto types
Noticed 2 cases where analysis escape didn't trigger like it should've
Tests: none, trivial changes
Merge from PlayerMaintainedMonuments/powergrid
Disable read/write on regular FuseBoxB mesh, was supposed to be on the collision mesh
Change min region size to meters, include oom logs
Merge from PlayerMaintainedMonuments
Fix for powerplant steam being visible when it shouldn't
S2P powerplant
Remove old placeholder explosion/effect, use new one.
Update: update CodeAnalyzer with support for PoolAnalyzerGetWrapperAttribute
- tag NetRead.Proto and ProtoDelta with it
Tests: editor compile shows 4 pooling errors
Fix old tile remaining after failed tile rebuild, which will cause it to exist in native but not in managed, and be ignored by saves
Fix oldest heavy fuse in every powerplant fusebox being deteriorated rather than the oldest fuse across all fuseboxes
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
Fixed holding [USE] to open the sculpture editor drawing an unintended line on the structure as it opens
Fix tile bounds height being too larged when passed to create heightfield
Adjust calf walk speed to 0.58
puzzle zoo test update. fixed some connections (set input & output slots from 0 to 1 ) and got ris of the electric part connected to the kinetic puzzle
adjust push velocity for short time after sculpture edit
merge from CollaredShirt0
Fix terrain holes when toggling RRP by switching materials
Fix foliagegrid when holeMap is unavailable
Add distance check for hole mask sampling
Remove redundant interpolator from terrain shader
overlap censor bounds to avoid nasty visible grid
Fix navmesh load failing because of invalid tile count, just because it has more than
10000 tiles which is possible
Adding second loop for master key
Cleanup unused variables and redundant comments
Adjusted heavy fuse spawn rate to be more common
merge from satellite_crash
Moved fuel counts to convars
Cache PowergridToggle components distance to the powerplant
Minor update for powergrid help convars
Merge from recyclebin_storage
Add grazing behaviour
Animal will look for Field/Forest/Forestside, move there and graze for a random period of time
Hooked up idle clips
Add age enum to livestock animals
Add milk interaction for cows, only for adults
Just gives an apple for now
Mark Electrical_fuse_box_B_COL r/w
Fixed inventory limit rules on modular cars
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
merge from PlayerMaintainedMonuments/powergrid
Merge from rustnav_draw_fix