153,897 Commits over 4,536 Days - 1.41cph!
Rename some gamepad binds to action names not physical button names, for consistency.
Add new bind command for gamepad defaults.
Fixes regular binds not correctly reseting to defaults when no mouse/keyboard is bound, if a gamepad button is also bound to that key.
Update keys_default
foliage deformation experimental modes
0: invalidate cell and re-place foliage
1: acts as foliage displacement with convar for displacement/depth mod
2: acts as a mask to remove foliage from deformed areas
Squirrel animation content updates
dairy metal churn container (may not be used but it's available any time, just give me a call)
Refactor two separate bind registration locations into one.
Revert guid of Assets/Rust.Ai/Agents/Sheep/Model/Sheep.fbx
Quick and dirty rehook of most sheep stuff that I can see, verified sheep walks around, attacks me and dies as expected in editor
Upgrade SMAA in-place to SMAA T2x
Fixed battering ram flaky tests
Disable debug overlay by default
client handling terrain deformations in the clipmap render
- writes a mask for deformed terrain and uses it to switch between procedural normals and pre-baked
- culling bounds also extends down to cover max deformation on each cell
- foliage grid invalidates per-cell for deformation, probably should mask it out or act as displacement though
update ik jobs to use safe playables
Work on randomised room L so far (WIP and ongoing)
merge from automated_testing
Possible StopMontage NRE fix
Merge from market_terminal_power_fix
Change the text on the market terminal to say No Power if the terminal is unpowered (can still be accessed to browse shops, it's just a visual change)
Merge from asset_exclusion_tests
Added a new ExcludeFromBundles asset label - if an asset has this label it will be removed during a build
Marked battering_ram_hardware with this new tag - we use the rig version everywhere so it should be harmless to remove (and save 20mb on the client)
Marked battering_ram_hardware as non r/w
Contained the whole battering ram mesh with all LODS but we only used LOD3 of the head as a convex mesh collider, so we are paying 15mb of memory on the client and on the server
Added support for hunting trophy to show cow, bull and sheep trophies
Made a pass over the hunting trophy itself converting a bunch of stuff to LOD components, prefab is now a third smaller
Fix server browser gamemode filters showing inaccurate numbers and possibly mixing in other gamemodes that arent specified on your search
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Fixed some missing beef links
Fixed head dispenser pointing at wrong prefab
Converted livestock pattern range into a scriptable object so we can use it on the trophy
Fixed LivestockPatternTester running in builds
Dont call TryGetComponent 16 times a second
- Minor code cleanup
- Codegen
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Lamb and calf corpses no longer give any resources when killed, be nice to them
Merge from honey_bandage_cleanup
Removed all of the bandage duplicated assets in the honey bandage folder, the honey bandage just references the assets in the bandage folder anyway so none of this was used
merge playable_fixes to main
Fixed failing SpawnEntity_EntitySpawned tests leaking spawned entities and failing unrelated tests
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merge from fix_editor_logthread_nre -> main
Add try catch to the OutputHandler so if an exception SOMEHOW happens it can't kill the process (since it runs in the finalizer thread)