userJarryd Campicancel
reporust_rebootcancel

14,694 Commits over 2,619 Days - 0.23cph!

Today
Added support for a RendererLOD to collapse if the only blocking component is a DeferredDecalComponent Tracks at which LOD levels the decal component was active and enables/disables a single component Should allow collapsing on an additional 5000 prefabs across the project, some of these are used in the train tunnels and repeated a lot so it could make a difference Also converted three train tunnel lights to MeshLOD
Today
Beginning to delete old player model animation content 7 weapon specific animation fbx's, each one verified as 0 usages 1 unused override controller (krieg shotgun)
Today
Fixed tests
Today
Unsaved changes
Today
New clothes for livestock vendor S2P stables
Today
Merge from toggle_duck_mini_fix
Today
Fixed toggle duck option not working as expected on non modular car vehicles
Today
Fixed up colliders on sheep corpse
Today
Fix gender of bought animals not assigning properly
Today
Don't show auction results until the dialogue text has displayed
Today
Sheep now gives wool when sheared
Today
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
Today
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
Today
Merge from main
Today
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
Today
merge from parent
Yesterday
Added some guns to the sell table for testing
Yesterday
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
Yesterday
Merge from milk_processing
Yesterday
Fixed validation warning
Yesterday
Fixed accidentally deleted crafting tea icon
Yesterday
Merge from icon_generator_rework
Yesterday
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
Yesterday
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
Yesterday
Merge from main
Yesterday
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
Yesterday
Merge from market_terminal_power_fix
Yesterday
Remove failing icon test for marketplace terminal, no longer needed
2 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
3 Days Ago
Possible StopMontage NRE fix
3 Days Ago
Merge from market_terminal_power_fix
3 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)
3 Days Ago
Merge from asset_exclusion_tests
3 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)
3 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
3 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
3 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
3 Days Ago
Lamb and calf corpses no longer give any resources when killed, be nice to them
3 Days Ago
Merge from honey_bandage_cleanup
3 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
4 Days Ago
Fixed multiple animals nearby a vehicle not working Sheep prefab changes
4 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
4 Days Ago
Fixed sheep not pooping
4 Days Ago
Disabled shear collider on lamb (not used)
4 Days Ago
Converted all cow meat prefabs and references to beef
4 Days Ago
Fixed some overlapping colliders on the calf male ragdoll
4 Days Ago
Fixed lod groups on calf corpses
4 Days Ago
Added a test to catch any skeleton assets with null bones, all pass
4 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
4 Days Ago
Merge from vm_hand_spawn