143,902 Commits over 4,413 Days - 1.36cph!
Fixed electric furnace gibs not being skinned
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
Merge from workbench_upgrades
Make entityComponent.baseEntity work in OnEnable
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
merge from mortar_prototype
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Another attempt at fixing scaled colliders / impact effects on the mortar
Change radial option from "Open Inventory" to "Upgrade Workbench"
Readd navmesh agent to realmed remove
merge rust_relay_server -> main
merge main -> rust_relay_server
Movember moustache partial fix
Added allocation free encryption
Fixed DigitalClockAlarm pooling issue
Fixed ParameterDisplayName not being populated correctly in test resutls
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
Add a unity NavmeshAgent component to all prefabs with RustNavmeshAgent and copy its settings, this is because AddComponent on NavmeshAgent causes it to use default params and log warnings
Test result stacktraces are now populated correctly with captured errors
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
Fix new scientists hovering slightly above ghostship floor
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Fixed editor performance after merging child animator system
merge from dont_bake_on_load
merge from custom_item_fixes
Fix items not stacking together after they've been part of a copypaste
merge from mortar_prototype
mass-committing `m_BakeOnSceneLoad` being set to 0 on all old scenes, skipping some 3rd party and demo scenes
- chance this will break something, this opened and saved every scene which runs s2p
Fix look rotation spam when in network range of a freshly placed mortar
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Add model component to mortar, should stop scaled impact effects
Added SpawnPrefab in RustTestFixture, similar to SpawnEntity but for prefabs
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally
merge from automated_testing/raid_recorder
Added some new raiding tests
merge from automated_testing
merge from selectionhistorywindow_optims (editor only)
Fixed selection history window keeping all history loaded in memory as live objects. We now use paths and instance ids and only resolve the object when necessary
These objects were never released after a domain reload or a UnloadUnusedAssets call
This was the cause for gizmo toggling taking 1min+ and probably a bunch of other issues
Auto give rocket launcher and rockets + infinite ammo when starting to record
Added ddraws on hit building blocks
workshopsource fixes - electric furnace topology and spinner wheel uvs
spinner wheel bought up axel on base inside of 1:1 UV range
merge from mortar_prototype