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14,666 Commits over 2,619 Days - 0.23cph!

4 Hours Ago
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
Today
Possible StopMontage NRE fix
Today
Merge from market_terminal_power_fix
Today
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)
Today
Merge from asset_exclusion_tests
Today
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)
Today
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
Today
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
Today
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
Today
Lamb and calf corpses no longer give any resources when killed, be nice to them
Today
Merge from honey_bandage_cleanup
Today
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
Yesterday
Fixed multiple animals nearby a vehicle not working Sheep prefab changes
Yesterday
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
Yesterday
Fixed sheep not pooping
Yesterday
Disabled shear collider on lamb (not used)
Yesterday
Converted all cow meat prefabs and references to beef
Yesterday
Fixed some overlapping colliders on the calf male ragdoll
Yesterday
Fixed lod groups on calf corpses
Yesterday
Added a test to catch any skeleton assets with null bones, all pass
Yesterday
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
Yesterday
Merge from vm_hand_spawn
Yesterday
Fixed mini crossbow nre
Yesterday
Merge from vm_hand_spawn
Yesterday
Fixed name parsing to account for v_portableboombox._anims
Yesterday
Don't try and load hand mesh inspector if model has no animations enabled Suppress error message when rebind doesn't work
Yesterday
Merge from main
4 Days Ago
Fixed duplicate LODGroups on Bull, cow, lamb and sheep ragdolls
4 Days Ago
Fix animation NRE in Trans_ChasedFromBehind Fixed labels on livestock prefabs Add new meat to manifest Fixed missing parameter on sheep state machine
4 Days Ago
Hacky compile fix to get builds working
5 Days Ago
Merge from main
5 Days Ago
Merge from sep_2026_mesh_checks
5 Days Ago
Merge from main
5 Days Ago
Merge from icon_generator_rework
5 Days Ago
Alt dragging now rotates the light of the icon
5 Days Ago
Merge from main
5 Days Ago
Merge from torch_hash_warning_fix
5 Days Ago
Fixed hash warning when hitting an object with a torch
5 Days Ago
Remove tangents, blend shapes from 2716 collision fbx's The tangent change might actually be a decent memory saving, in some cases removing this halves the memory size of the mesh Collision meshes aren't big so we're talking a couple of kb's
5 Days Ago
Rework mesh test, it was getting false positives from fbx files that contained the collision and visual meshes (which we shouldn't do, but it's not a big deal in this case) Added an automated fix process to run the same check and then fix up those settings, might remove it once we update everything No fbx's modified in this commit, it's changed 2900 meta files so I need to do some spot checks
5 Days Ago
Remove Mesh_MeshCollider_NoImportedMaterial test, it now gets covered by Mesh_MeshCollider_ImportSettings
5 Days Ago
Removed PropRenderers from 32 prefabs that don't need them
5 Days Ago
Icon generator window refactor Can now be run from anywhere, regardless of scene Runs a realtime viewport with moue controls for zooming, panning and rotating Added a button to match another prop renderer, copies all of the settings from one prop renderer to another Added an overlay option, loads a sprite and overlays it on the viewport with a fade slider so we can eyeball match icons Open icon generator button int he inspector now opens the window, doesn't change scene Fixed prefabs that have a PropRenderer but were not found in the icon generator list - any PropRenderer in the project will now appear in the list after a refresh (refresh takes twice as long though)
6 Days Ago
Fixed a few places where we were caching a static reference to the scrap item def, we have ItemLookup in ItemManager that does this for us Deduct scrap when purchasing animals
6 Days Ago
Merge from main (stomped test list)
6 Days Ago
Fixed stag not responding to ai select/move commands
6 Days Ago
Merge from vehicle_panel_nre_fix
6 Days Ago
Hypothetical fix for NRE on VehicleEditingPanel
6 Days Ago
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static This should allow us to use MeshLOD/RendererLOD on dropped items
6 Days Ago
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)