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Merge from terrain_lowering_nms_large_cave
merge from main/workbench_upgrades
Fix blueberry plant because my local git repo decided the file wasn't changed when it was so it was working for me and broken for everyone else
merge from automated_testing
merge from deepsea_loot_balance
Merge from weapon_refresh_salvaged_cleaver
merge from deepsea_loot_balance
merge from computer_station_IO
Merge from 3p_spectator_improvements
fix workshop emission intensity getting/setting
Merge from workbench_upgrades
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server_browser_update_2 -> main
merge from f1tools_demo_fix
reset electric furnace emissive texture and 3.1 value to original
merge from store_nre_fix2
merge rust_relay_server -> main
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Merge from terrain_renderer
merge from mortar_prototype
Removed old AiManagedAgent class, old and useless
Subtracted
150385
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs
Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
Cherrypick
148619 (fix full rebuilds not working) since it never got cherrypicked to main
merge from fix_assetscene_deepsea -> main
Potential fix for zombie NRE on _agent == null in tests
Fix zombies breaking automated tests
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
Merge from workbench_upgrades (Recycle balance pass, description updates)
Updated seismic sensor levels:
- Mortar Shell: 2
- Fragmentation Mortar Shell: 1
- Cannonball: 1
merge from automated_testing
server_browser_update_2 -> main
merge from mortar_prototype
Merge from ai_recast_integration, enable with -useNewNavmesh on server boot, visualize with rustnav.draw command
merge mortar_prototype to main
merge from mortar_prototype
merge from automated_testing
merge from automated_testing
Set legacy shelter door and wooking workbench bbq owner id when spawning
vendingmachine_updateammocount_nre -> main
Fixed tutorial completed commands not running quietly
merge from automated_testing
Updated the EmissionToggle script to check whether the MPBs for the renderers have changed before attempting to set the emission value. This fixes an issue where renderers would have the incorrect MPB when coming back into network range