14,692 Commits over 2,619 Days - 0.23cph!
New clothes for livestock vendor
S2P stables
Merge from toggle_duck_mini_fix
Fixed toggle duck option not working as expected on non modular car vehicles
Fixed up colliders on sheep corpse
Fix gender of bought animals not assigning properly
Don't show auction results until the dialogue text has displayed
Sheep now gives wool when sheared
Added new wool item
Added wool selling to stables vendor, works with the same auction system as selling livestock but uses a different selection of rewards (WIP)
Has the same three strike system - three different rewards are offered one at a time, if you reject all three the vendor won't accept wool for 15 minutes
Rewards are based on amount of wool out of 1000, so you are incentivised to bring more in a single visit
Wool stacks to 100
Fixed a bug in ItemContainer.UseAmount that prevented it from deducting multiple stacks
Fixed some quirks with multiple players interacting with a vendor and animal
Only show animals in the list that are following the conversing player
Key annoyance state to the animal - not the player. This prevents multiple players taking turns leading an animal and getting twice the rolls
Manually copy over the milk world model assets from the /Milk branch (it was intermingled with a bunch of code changes that we don't want for perf reasons)
Set up world model for milk
Added some guns to the sell table for testing
Added an auction mechanic to selling animals at the ranch
When selling an animal the player will receive an offer of three items, rolled from a set of item min/max bands
The player can reject an offer and get a new offer two more times - on the third reject the vendor gets annoyed and won't talk to the player for 15 minutes
Merge from milk_processing
Fixed accidentally deleted crafting tea icon
Merge from icon_generator_rework
Alt + Mouse wheel does fine grained zoom control
Don't show items with no PropRenderer in the match settings popup
Possibly fixed a case where saving would rotate the inspected prop
Created creamy and milky versions of all pure teas
In most cases the creamy version increases the effectivess of a tea and decrease the length (creamy pure ore tea increases ore yield 0.5 -> 0.65 and decreases duration from 30m -> 24m)
Milky versions of teas just increase the duration (milky pure ore tea 30m -> 45m)
Both versions carry through their calories and hydration values into the tea
Some edge cases: pure milky healing tea default is 75hp over 30s, creamy is 97hp over 20s and milky is 112hp over 45s
Didn't make creamy version of crafting quality tea, it would result in 100% guaranteed chance of armour slots
Placeholder (ish) icons for all of them
Milk mechanics first pass
Milk now has a skim interact option, becomes available after 4 hours in a refrigerated container
Converts the milk into two items - skimmed milk and cream
Skimmed milk has half the calories, 80% of hydration and half the health
Cream has half the calories, 20% of hydration and gives +50% health
Merge from market_terminal_power_fix
Remove failing icon test for marketplace terminal, no longer needed
Revert guid of Assets/Rust.Ai/Agents/Sheep/Model/Sheep.fbx
Quick and dirty rehook of most sheep stuff that I can see, verified sheep walks around, attacks me and dies as expected in editor
Possible StopMontage NRE fix
Merge from market_terminal_power_fix
Change the text on the market terminal to say No Power if the terminal is unpowered (can still be accessed to browse shops, it's just a visual change)
Merge from asset_exclusion_tests
Added a new ExcludeFromBundles asset label - if an asset has this label it will be removed during a build
Marked battering_ram_hardware with this new tag - we use the rig version everywhere so it should be harmless to remove (and save 20mb on the client)
Marked battering_ram_hardware as non r/w
Contained the whole battering ram mesh with all LODS but we only used LOD3 of the head as a convex mesh collider, so we are paying 15mb of memory on the client and on the server
Added support for hunting trophy to show cow, bull and sheep trophies
Made a pass over the hunting trophy itself converting a bunch of stuff to LOD components, prefab is now a third smaller
Fixed some missing beef links
Fixed head dispenser pointing at wrong prefab
Converted livestock pattern range into a scriptable object so we can use it on the trophy
Fixed LivestockPatternTester running in builds
Lamb and calf corpses no longer give any resources when killed, be nice to them
Merge from honey_bandage_cleanup
Removed all of the bandage duplicated assets in the honey bandage folder, the honey bandage just references the assets in the bandage folder anyway so none of this was used
Fixed multiple animals nearby a vehicle not working
Sheep prefab changes
Added support for mounting gen2 ai
Works via a new NPCMountable component, parents the entity directly (no reposition on frame like regular BasePlayermounting)
Supports playing an animation to mount, just teleports for now though
Disabled shear collider on lamb (not used)
Converted all cow meat prefabs and references to beef
Fixed some overlapping colliders on the calf male ragdoll
Fixed lod groups on calf corpses
Added a test to catch any skeleton assets with null bones, all pass
Removed the null bones from the cow skeleton asset
Game manifest will no longer error out if a null bone is in the list, just prints a warning