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12,322 Commits over 2,557 Days - 0.20cph!

5 Days Ago
Created some basic water catcher tests to try and catch any regressions due to the work on PlayerMaintainedMonuments
5 Days Ago
Exposed a display name field on WaterCatcher, use that instead of creating two new stub item definitions Delete CrudeOilProducer and WaterProducer items
5 Days Ago
Fixed fuel pumps not producing if connected to a full tanker Added new useStackSizeAsMax field to itemContainer, allows us to make an ItemCOntainer that temporarily allows larger than normal stacks (maxStackSize used to only work as a Min)
6 Days Ago
Adjust calf walk speed to 0.58
6 Days Ago
Add grazing behaviour Animal will look for Field/Forest/Forestside, move there and graze for a random period of time Hooked up idle clips
6 Days Ago
Add age enum to livestock animals Add milk interaction for cows, only for adults Just gives an apple for now
6 Days Ago
Mark Electrical_fuse_box_B_COL r/w
6 Days Ago
Fixed inventory limit rules on modular cars
6 Days Ago
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
6 Days Ago
Compile fix
6 Days Ago
Merge from rustnav_draw_fix
6 Days Ago
Merge from main
6 Days Ago
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
6 Days Ago
Merge from debug_npcanimcontroller_alloc
6 Days Ago
Merge from rustnav_draw_fix
6 Days Ago
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
6 Days Ago
Merge from vine_tree_nav_fix
6 Days Ago
Merge from main
7 Days Ago
Manifest, fixes launch issue
7 Days Ago
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
7 Days Ago
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
7 Days Ago
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)
7 Days Ago
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
7 Days Ago
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
7 Days Ago
Merge from main
7 Days Ago
Merge from JulQuickfire_balane1
7 Days Ago
Merge from videoplayer_volume
7 Days Ago
Merge from lunar_masks_wolf_headress
7 Days Ago
Merge from main
7 Days Ago
Fixes
7 Days Ago
Sheep setup Fixed interact colliders on animals affecting navmesh bakes
7 Days Ago
Setup calf with proper model
8 Days Ago
Adjust walk speed and accel/deccel
8 Days Ago
Merge from WolfHeaddress_Workbench
8 Days Ago
Unsaved
8 Days Ago
Replaced the oil rig pump switch with a 10 minute timer, should produce plenty of oil S2P oil rig
8 Days Ago
Merge from main
11 Days Ago
Merge from sign_build_fix
11 Days Ago
Remvoed standalone rentable shop sign prefabs, unused and throwing errors in builds due to incorrect DeferredMeshDecal setup
11 Days Ago
Merge from lootspawn_stack_fix
11 Days Ago
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
11 Days Ago
Merge from bag_compass_marker
11 Days Ago
Icons
12 Days Ago
Merge from main
12 Days Ago
Merge from main
12 Days Ago
Merge from vm_attachment_swap_fix
12 Days Ago
Fixed viewmodel attachments sometimes not appearing if rapidly switching between weapons
12 Days Ago
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)
12 Days Ago
Fix oil rig switch turning off when server restarts S2P oil rig Will require fresh server wipe
12 Days Ago
Merge from attachment_fx_fix_2