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14,639 Commits over 2,619 Days - 0.23cph!

19 Days Ago
Merge from cactus_impact_effects
19 Days Ago
Merge from FoundationMeleeLOS_fix
19 Days Ago
Merge from high_external_wallgate_COL
19 Days Ago
Merge from MarketTerminal_Names
19 Days Ago
Merge from AugustLowCraftBuffs
19 Days Ago
Merge from heavy_helmet_audio
19 Days Ago
Add audioMuffleAmount to ItemModWearable, allows us to muffle game audio based on specific clothing Muffled game audio when wearing heavy plate helmet
19 Days Ago
Merge from dome_fuel_cap
19 Days Ago
Capped fuel pump crude storage amount at dome to 1000 (per pump) S2P dome
19 Days Ago
Merge from deepsea_terrain_everywhere
19 Days Ago
Fix merge issue
19 Days Ago
Merge from main
19 Days Ago
Merge from deepsea_terrain_everywhere
19 Days Ago
Added deepsea.terrain_everywhere replicated convar, enables the deep sea terrain splats everywhere when enabled
22 Days Ago
Merge from rentableshop_improvements_aug_26
22 Days Ago
You can no longer access the open shop prompt on a rentable shop if you have stored items in it (prevents being the owner of a shop and having reclaim items at the same time) Rentable shop vending machine stoarge is now refrigerated if the power plant is powered
22 Days Ago
Merge from crude_drain_fix
22 Days Ago
Better toast
22 Days Ago
Merge from main
22 Days Ago
Merge from rendererlod_collapse_improvements
22 Days Ago
Merge from main
22 Days Ago
Merge from hlod_improvements_aug_26
22 Days Ago
Codegen
22 Days Ago
Remove some old debugging code
22 Days Ago
Regenerate all the HLODs in the game Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P
22 Days Ago
FIxed an issue where the to cull components on a HLOD mesh could get lost due to unity's dirty check Removed a runtime allocation when a HLOD mesh enters/exits range Improved handling of biome visual meshes when generating HLOD meshes, now uses the Temperate mesh if available for rendering the HLOD mesh but adds all biome visuals to the to cull list so they are disabled at range (could cause cliff flickering at a distance)
22 Days Ago
Merge from rendererlod_collapse_improvements
22 Days Ago
Fix NRE when using a planner that is placing a collapsed renderer
23 Days Ago
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
23 Days Ago
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23 Days Ago
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23 Days Ago
Merge from rendererlod_collapse_improvements
23 Days Ago
Adjust the position threshold for collapsing a RendererLOD A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f Catches a lot more renderers with no visual difference Fixed collapsed LODS switching to culling later than they should Fixed collapsed LODS not registering to environment culling
23 Days Ago
Merge from hlod_tex_sizes
23 Days Ago
Update the LOD baker to apply these sizes
23 Days Ago
Resized all HLOD normals and specular maps from 512 to 128, no visual difference that I can see Should save around 15mb of graphics memory
23 Days Ago
Add a rename dialog to livestock animals, can only be used while the animal is being led
24 Days Ago
Infant animals will now stay close to their mother
24 Days Ago
LIvestock animals now save who their parent is Added CompletePregnancy convar for debugging
24 Days Ago
All stats need to be >50% to allow breeding
24 Days Ago
Add a social stat to livestock - positive if there are 5 animals nearby, negative if there are less than or more than 5 animals nearby Hooked up stats to crosshair display
24 Days Ago
Fixed sizing of stats widget
24 Days Ago
Livestock animals now sit while pregnant (so it's not just visible via UI) Vitals get frozen so they don't end up starving
24 Days Ago
Merge from unused_assets_tool
24 Days Ago
Removing/downsizing some big assets that aren't used as far as I can see Also got sidetracked looking through our LOD textures, many are too big: -Deleted explosion_2_high material with associated textures (191mb) -Deleted Temp_AssetStore_Crocodile.fbx (44mb) -Deleted FrontierHatchetBlockout + FrontierHatchetHandWrapBlockout (15mb) -Deleted Landmine.mat + textures (200mb, looks to be a duplicate of Landmine_n material) -Reduced battering ram and catapult LOD3 textures from 1024 -> 128 -Reduced floating city structure LOD textures from 1024 -> 256 -Reduced all floating city LOD textgures from 1024 -> 128 -RHIB lods from 1024 -> 256 -All Hemp LOD textures from 512 -> 256 -Quarry deployable LOD textures 512 -> 128 (although it looks like these LODs aren't even used?) -Pumping station LOD textures 512 -> 256 -Rentable shops LOD textures 1024 -> 256 -Wrecked sedan LOD textures 512 -> 256 -Siege tower LOD materials 2048 -> 256
24 Days Ago
Merge from main
24 Days Ago
Merge from hide_services
24 Days Ago
Hide services menu no longer appears in the iteration speed section of the rust editor (it has nothing to do with iteration speed and unticking it is the undesired behaviour)
24 Days Ago
Merge from main
24 Days Ago
Hopefully prevent crash on boot from hide services change