12,407 Commits over 2,588 Days - 0.20cph!
Merge from hlod_tex_sizes
Update the LOD baker to apply these sizes
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
Add a rename dialog to livestock animals, can only be used while the animal is being led
Infant animals will now stay close to their mother
LIvestock animals now save who their parent is
Added CompletePregnancy convar for debugging
All stats need to be >50% to allow breeding
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
Fixed sizing of stats widget
Livestock animals now sit while pregnant (so it's not just visible via UI)
Vitals get frozen so they don't end up starving
Merge from unused_assets_tool
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
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)
Hopefully prevent crash on boot from hide services change
Refactored the timers on livestock animal into a new PersistentTimer class
Makes it easy to create new timer based behaviours (drop dung, get older, give birth, etc) and persist those timers through a save/load
Livestock now drop horse dung (might need a rename)
Hooked up sheep sleeping anim
Cleanup, don't use obsolete SetFlags
Fix animals moving while sleeping
New species asset for livestock
Supports spawning a different prefab for male/female animals
Setup for cows and sheep
Extracted all dog assets from Pets2 branch (so old it was problematic to update from main)
Should include all models, materials and animations, as well as the entity prefabs with the entitiy class missing
Also inlcudes harness models
Fixed all animals set to female
Added breeding fsm states
Cull the bone hierarchy on the building/boat planner on the server
Should remove 17 gameobjects per planner on the server
Merge from sprinkler_fixes_aug_26
Fix sprinklers not spraying after a restart, and spraying without watering
One behaviour change - a sprinkler now needs water >= 2 to run. It has always needed that to actually water things but previously it would still show the water spraying pfx if the sprinkler was receiving one water
Created 8 new sprinkler tests to catch an issue with sprinklers visibly splashing but not applying water to planters after a server restart
They all fail right now
Remove server.useLegacySprinklerLoadProcess, should no longer be needed
Updated the particle effects of the spray can to broadly match the texture being sprayed
Approximates the colour via a texture lookup. gets cached per texture so it only happens once per skin in a session
Remove the hand_mesh from v_building_planner_rig (hacky removal, proper re-export will be better but this should allow us to verify memory savings)
Merge from vm_hand_spawn
Only active on building_planner for testing, other vm's are unchanged
New tool Tools > Find > Unreferenced Assets
Scans the project for assets that are not referenced by anything, tracing chains so that eg. a texture referenced by a material that is not used anywhere will be counted as unused
Can't catch everything - assets loaded by string path in scripts won't be caught by this tool, so use with care
Remove the Services window in the menu bar
Add an option in the editor prefs to re-enable it if we need it
Merge pipes into a single mesh based on distance and matching material
Unsaved, spawn grid command
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch
Calculate normals for industrial pipes in the job, not on main thread
Seems to be about 15% faster on main thread and removes some allocations
Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt)
Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
Fixed the player sometimes transitioning to standing animations while swimming near the surface of the ocean
Involved fixing a clamp that has always been there and has never worked that minimises vertical input when at the water level
This fixes the issue but seems to make jumping out of the water a little harder as the player is much more aligned with the water level, will need some further testing and possible changes to the water jumping mechanic
Fixed NVG scientist heads not appearing on trophies
Better fix, use a TerrainPlacementBlocked component
Subtract
160438, would have had unintended side effects
Painted the area around the crude pumps at dome with road topology to prevent trees spawning there