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12,441 Commits over 2,588 Days - 0.20cph!

1 Hour Ago
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
1 Hour Ago
Added functionality for a TC to modify upkeep rate based on how many players are authed Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group Setup with some very placeholder values for now for testing Tier 0 - first 4 players add 0% to upkeep Tier 1 - next 6 players add 2% upkeep each Tier 2 - any further players add 4% upkeep each This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep Very, very WIP, for internal evaluation for now
3 Hours Ago
Merge from new_navmesh_fixes
3 Hours Ago
Merge from cactus_impact_effects
3 Hours Ago
Merge from FoundationMeleeLOS_fix
3 Hours Ago
Merge from high_external_wallgate_COL
3 Hours Ago
Merge from MarketTerminal_Names
3 Hours Ago
Merge from AugustLowCraftBuffs
3 Hours Ago
Merge from heavy_helmet_audio
3 Hours Ago
Add audioMuffleAmount to ItemModWearable, allows us to muffle game audio based on specific clothing Muffled game audio when wearing heavy plate helmet
5 Hours Ago
Merge from dome_fuel_cap
5 Hours Ago
Capped fuel pump crude storage amount at dome to 1000 (per pump) S2P dome
6 Hours Ago
Merge from deepsea_terrain_everywhere
6 Hours Ago
Fix merge issue
6 Hours Ago
Merge from main
6 Hours Ago
Merge from deepsea_terrain_everywhere
6 Hours Ago
Added deepsea.terrain_everywhere replicated convar, enables the deep sea terrain splats everywhere when enabled
3 Days Ago
Merge from rentableshop_improvements_aug_26
3 Days Ago
You can no longer access the open shop prompt on a rentable shop if you have stored items in it (prevents being the owner of a shop and having reclaim items at the same time) Rentable shop vending machine stoarge is now refrigerated if the power plant is powered
3 Days Ago
Merge from crude_drain_fix
3 Days Ago
Better toast
3 Days Ago
Merge from main
3 Days Ago
Merge from rendererlod_collapse_improvements
3 Days Ago
Merge from main
3 Days Ago
Merge from hlod_improvements_aug_26
3 Days Ago
Codegen
3 Days Ago
Remove some old debugging code
4 Days Ago
Regenerate all the HLODs in the game Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P
4 Days Ago
FIxed an issue where the to cull components on a HLOD mesh could get lost due to unity's dirty check Removed a runtime allocation when a HLOD mesh enters/exits range Improved handling of biome visual meshes when generating HLOD meshes, now uses the Temperate mesh if available for rendering the HLOD mesh but adds all biome visuals to the to cull list so they are disabled at range (could cause cliff flickering at a distance)
4 Days Ago
Merge from rendererlod_collapse_improvements
4 Days Ago
Fix NRE when using a planner that is placing a collapsed renderer
4 Days Ago
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
4 Days Ago
Merge from rendererlod_collapse_improvements
4 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
5 Days Ago
Merge from hlod_tex_sizes
5 Days Ago
Update the LOD baker to apply these sizes
5 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
5 Days Ago
Add a rename dialog to livestock animals, can only be used while the animal is being led
5 Days Ago
Infant animals will now stay close to their mother
5 Days Ago
LIvestock animals now save who their parent is Added CompletePregnancy convar for debugging
5 Days Ago
All stats need to be >50% to allow breeding
5 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
5 Days Ago
Fixed sizing of stats widget
5 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
5 Days Ago
Merge from unused_assets_tool
5 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
5 Days Ago
Merge from main
5 Days Ago
Merge from hide_services
5 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)
5 Days Ago
Merge from main