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12,299 Commits over 2,557 Days - 0.20cph!

2 Days Ago
Merge from rustnav_draw_fix
2 Days Ago
Fixed location of ids
2 Days Ago
Fix missing tile ids and dynamic navmesh support
2 Days Ago
Fixed fuel pump amounts - they were being clamped and calculated incorrectly Each pump now gets around 1000 crude each time the fuel switch is enabled, takes 10 minutes
2 Days Ago
Fixed liquid containers continuing to drain into a connected container if they are disconnected by clearing the input by right clicking on the source container
2 Days Ago
New water catcher test to detect the issue where a water catcher (or any liquid container possibly) would still pump water into a connected barrel if the connections was terminated from the output port of the catcher Test fails for now
2 Days Ago
Fixed crude pumps not producing and storing oil locally if connected to a tanker with water
2 Days Ago
Tripled crude oil production rate at dome Each pump should produce around 1600 crude over the whole 10 minutes
2 Days Ago
Powerline IO access points are no longer root entities, cannot be combined with other forms of power supply
3 Days Ago
Fix following while grazing not working Enforce an exposed time limit on milk (temp until it gets hooked into stats) Animals now run away when hurt Added a button the skeletonProperties inspector to set all bones to a given value Set up cow skeletons for hitboxes, still not quite working
3 Days Ago
Fixed the eating animation not looping properly Grazing now gets set to false 3s before we leave the state so the animation can fade out
3 Days Ago
Merge from bag_favourite
3 Days Ago
Add support for marking a respawn option as a favourite WIll ensure it is always at the left of the list of bags
3 Days Ago
Merge from occlusion_culling_nre_fix_2
3 Days Ago
Unsaved
3 Days Ago
Another attempt at fixing the OcclusionCulling precull One attempt at a proper fix, make sure the visibilityChanged arrays are populated Also harden ProcessCallbacks to prevent exceptions
3 Days Ago
Removed some unused anim events on the wire/hose viewmodel pointing to effects that no longer exist
3 Days Ago
Merge from explosion_fx_script_cleanup
3 Days Ago
Cleanup some third party fx scripts to get stripped/not run on the server
3 Days Ago
Merge from main
3 Days Ago
Merge from water_catcher_tests
3 Days Ago
Build compile fixes
3 Days Ago
More stack size shenanigans
3 Days Ago
Cleanup Lock any crude that's inserted into the tanker
3 Days Ago
Regenerate test list, tests pass
3 Days Ago
Merge from water_catcher_tests
3 Days Ago
Merge from main
3 Days Ago
Created some basic water catcher tests to try and catch any regressions due to the work on PlayerMaintainedMonuments
3 Days Ago
Exposed a display name field on WaterCatcher, use that instead of creating two new stub item definitions Delete CrudeOilProducer and WaterProducer items
3 Days Ago
Fixed fuel pumps not producing if connected to a full tanker Added new useStackSizeAsMax field to itemContainer, allows us to make an ItemCOntainer that temporarily allows larger than normal stacks (maxStackSize used to only work as a Min)
4 Days Ago
Adjust calf walk speed to 0.58
4 Days Ago
Add grazing behaviour Animal will look for Field/Forest/Forestside, move there and graze for a random period of time Hooked up idle clips
4 Days Ago
Add age enum to livestock animals Add milk interaction for cows, only for adults Just gives an apple for now
4 Days Ago
Mark Electrical_fuse_box_B_COL r/w
4 Days Ago
Fixed inventory limit rules on modular cars
4 Days Ago
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
4 Days Ago
Compile fix
4 Days Ago
Merge from rustnav_draw_fix
4 Days Ago
Merge from main
4 Days Ago
Rework nav display entirely Player now gets a list of all nav tiles in range adds them to a list, sends a max of 5 tiles per tick (controlled by RustNav.drawTileBudget convar) Entirely eliminates server cost if the player is not moving (as no new tiles will be sent) Reduces outgoing bandwidth to a configurable amount, regardless of surrounding tile density
4 Days Ago
Merge from debug_npcanimcontroller_alloc
4 Days Ago
Merge from rustnav_draw_fix
4 Days Ago
Only send a quarter of the nav mesh each call when rustnav.draw is enabled Cycle the quarter clockwise around the player, so it takes a little more time to get the full navmesh but we're sending 1/4 of the data each tick Should fix the bandwidth saturation issues and reduces the cost per tick from 100ms to 25ms
4 Days Ago
Merge from vine_tree_nav_fix
4 Days Ago
Merge from main
5 Days Ago
Manifest, fixes launch issue
5 Days Ago
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
5 Days Ago
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
5 Days Ago
Tanker module can now accept a different max stack size just for crude - 2000 (but exposed on module for easy changes) Crude is now extracted via a Take button in the vehicle UI, will need to be pressed once for every stack (so if it's full you'll click it 4 times)
5 Days Ago
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)