12,266 Commits over 2,557 Days - 0.20cph!
Mark Electrical_fuse_box_B_COL r/w
Fixed inventory limit rules on modular cars
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
Merge from rustnav_draw_fix
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
Merge from debug_npcanimcontroller_alloc
Merge from rustnav_draw_fix
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
Merge from vine_tree_nav_fix
Manifest, fixes launch issue
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
Added IncludeInNavmesh virtual field on TreeEntity
False by default, return true on vine swinging trees
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)
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
Merge from JulQuickfire_balane1
Merge from videoplayer_volume
Merge from lunar_masks_wolf_headress
Sheep setup
Fixed interact colliders on animals affecting navmesh bakes
Setup calf with proper model
Adjust walk speed and accel/deccel
Merge from WolfHeaddress_Workbench
Replaced the oil rig pump switch with a 10 minute timer, should produce plenty of oil
S2P oil rig
Merge from sign_build_fix
Remvoed standalone rentable shop sign prefabs, unused and throwing errors in builds due to incorrect DeferredMeshDecal setup
Merge from lootspawn_stack_fix
LootSpawn can no longer create item stacks in loot containers that are greater than the max stackable amount of an item
Will now split the item into multiple stacks if needed
Merge from bag_compass_marker
Merge from vm_attachment_swap_fix
Fixed viewmodel attachments sometimes not appearing if rapidly switching between weapons
Update SoftMask static constructor to use unity's TypeCache lookup structure instead of iterating over every type in every assembly
Was taking 3.5s every domain reload, now takes 4ms
Editor only, still iterates over every assembly in a build (but only on boot)
Fix oil rig switch turning off when server restarts
S2P oil rig
Will require fresh server wipe
Merge from attachment_fx_fix_2
Changed mod_attach and silencer_attach sound defs to use the tiny sound, reduces it's max audible distance from 60 -> 20 (although due to the falloff it's more like 10m)
Subtract
157916 (we do want these sfx to be audible to other players, just with a smaller distance)
Hooked up testing patrol path
Update walk states
New LIvestockAnimal class, Cow now derives from that
Merge from skin_randomiser