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15,123 Commits over 2,649 Days - 0.24cph!

48 Days Ago
Merge from icon_generator_rework
48 Days Ago
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
48 Days Ago
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
48 Days Ago
Merge from main
48 Days Ago
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
48 Days Ago
Merge from market_terminal_power_fix
48 Days Ago
Remove failing icon test for marketplace terminal, no longer needed
48 Days 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
48 Days Ago
Possible StopMontage NRE fix
48 Days Ago
Merge from market_terminal_power_fix
48 Days Ago
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)
49 Days Ago
Merge from asset_exclusion_tests
49 Days Ago
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)
49 Days Ago
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
49 Days Ago
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
49 Days Ago
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
49 Days Ago
Lamb and calf corpses no longer give any resources when killed, be nice to them
49 Days Ago
Merge from honey_bandage_cleanup
49 Days Ago
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
49 Days Ago
Fixed multiple animals nearby a vehicle not working Sheep prefab changes
49 Days Ago
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
50 Days Ago
Fixed sheep not pooping
50 Days Ago
Disabled shear collider on lamb (not used)
50 Days Ago
Converted all cow meat prefabs and references to beef
50 Days Ago
Fixed some overlapping colliders on the calf male ragdoll
50 Days Ago
Fixed lod groups on calf corpses
50 Days Ago
Added a test to catch any skeleton assets with null bones, all pass
50 Days Ago
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
50 Days Ago
Merge from vm_hand_spawn
50 Days Ago
Fixed mini crossbow nre
50 Days Ago
Merge from vm_hand_spawn
50 Days Ago
Fixed name parsing to account for v_portableboombox._anims
50 Days Ago
Don't try and load hand mesh inspector if model has no animations enabled Suppress error message when rebind doesn't work
50 Days Ago
Merge from main
52 Days Ago
Fixed duplicate LODGroups on Bull, cow, lamb and sheep ragdolls
52 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
53 Days Ago
Hacky compile fix to get builds working
53 Days Ago
Merge from main
53 Days Ago
Merge from sep_2026_mesh_checks
53 Days Ago
Merge from main
53 Days Ago
Merge from icon_generator_rework
53 Days Ago
Alt dragging now rotates the light of the icon
53 Days Ago
Merge from main
53 Days Ago
Merge from torch_hash_warning_fix
53 Days Ago
Fixed hash warning when hitting an object with a torch
53 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
54 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
54 Days Ago
Remove Mesh_MeshCollider_NoImportedMaterial test, it now gets covered by Mesh_MeshCollider_ImportSettings
54 Days Ago
Removed PropRenderers from 32 prefabs that don't need them
54 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)