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14,607 Commits over 2,619 Days - 0.23cph!

20 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
21 Days Ago
Merge from hlod_tex_sizes
21 Days Ago
Update the LOD baker to apply these sizes
21 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
21 Days Ago
Add a rename dialog to livestock animals, can only be used while the animal is being led
21 Days Ago
Infant animals will now stay close to their mother
21 Days Ago
LIvestock animals now save who their parent is Added CompletePregnancy convar for debugging
21 Days Ago
All stats need to be >50% to allow breeding
21 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
21 Days Ago
Fixed sizing of stats widget
21 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
21 Days Ago
Merge from unused_assets_tool
21 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
21 Days Ago
Merge from main
21 Days Ago
Merge from hide_services
21 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)
21 Days Ago
Merge from main
21 Days Ago
Hopefully prevent crash on boot from hide services change
21 Days Ago
Merge from main
21 Days Ago
Codegen
21 Days Ago
Refactored the timers on livestock animal into a new PersistentTimer class Makes it easy to create new timer based behaviours (drop dung, get older, give birth, etc) and persist those timers through a save/load Livestock now drop horse dung (might need a rename)
21 Days Ago
Codegen
21 Days Ago
Merge from main
22 Days Ago
Hooked up sheep sleeping anim
22 Days Ago
Cleanup, don't use obsolete SetFlags Fix animals moving while sleeping
22 Days Ago
New species asset for livestock Supports spawning a different prefab for male/female animals Setup for cows and sheep
22 Days Ago
Extracted all dog assets from Pets2 branch (so old it was problematic to update from main) Should include all models, materials and animations, as well as the entity prefabs with the entitiy class missing Also inlcudes harness models
22 Days Ago
Bull prefab setup
22 Days Ago
Fixed all animals set to female Added breeding fsm states
22 Days Ago
Cull the bone hierarchy on the building/boat planner on the server Should remove 17 gameobjects per planner on the server
22 Days Ago
Merge from sprinkler_fixes_aug_26
22 Days Ago
Merge from main
22 Days Ago
Fix sprinklers not spraying after a restart, and spraying without watering One behaviour change - a sprinkler now needs water >= 2 to run. It has always needed that to actually water things but previously it would still show the water spraying pfx if the sprinkler was receiving one water
23 Days Ago
Created 8 new sprinkler tests to catch an issue with sprinklers visibly splashing but not applying water to planters after a server restart They all fail right now Remove server.useLegacySprinklerLoadProcess, should no longer be needed
23 Days Ago
Updated the particle effects of the spray can to broadly match the texture being sprayed Approximates the colour via a texture lookup. gets cached per texture so it only happens once per skin in a session
23 Days Ago
Merge from vm_hand_spawn
23 Days Ago
Remove the hand_mesh from v_building_planner_rig (hacky removal, proper re-export will be better but this should allow us to verify memory savings)
23 Days Ago
Merge from vm_hand_spawn Only active on building_planner for testing, other vm's are unchanged
23 Days Ago
Merge from main
25 Days Ago
New tool Tools > Find > Unreferenced Assets Scans the project for assets that are not referenced by anything, tracing chains so that eg. a texture referenced by a material that is not used anywhere will be counted as unused Can't catch everything - assets loaded by string path in scripts won't be caught by this tool, so use with care
26 Days Ago
Merge from hide_services
26 Days Ago
Remove the Services window in the menu bar Add an option in the editor prefs to re-enable it if we need it
26 Days Ago
Sleep state fix
26 Days Ago
Merge pipes into a single mesh based on distance and matching material
26 Days Ago
Unsaved, spawn grid command
26 Days Ago
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch Calculate normals for industrial pipes in the job, not on main thread Seems to be about 15% faster on main thread and removes some allocations Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt) Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
34 Days Ago
Fixed the player sometimes transitioning to standing animations while swimming near the surface of the ocean Involved fixing a clamp that has always been there and has never worked that minimises vertical input when at the water level This fixes the issue but seems to make jumping out of the water a little harder as the player is much more aligned with the water level, will need some further testing and possible changes to the water jumping mechanic
34 Days Ago
Fixed NVG scientist heads not appearing on trophies
34 Days Ago
Better fix, use a TerrainPlacementBlocked component
34 Days Ago
Subtract 160438, would have had unintended side effects