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12,299 Commits over 2,557 Days - 0.20cph!

Today
Merge from rustnav_draw_fix
Today
Fixed location of ids
Today
Fix missing tile ids and dynamic navmesh support
Today
Fixed fuel pump amounts - they were being clamped and calculated incorrectly Each pump now gets around 1000 crude each time the fuel switch is enabled, takes 10 minutes
Today
Fixed liquid containers continuing to drain into a connected container if they are disconnected by clearing the input by right clicking on the source container
Today
New water catcher test to detect the issue where a water catcher (or any liquid container possibly) would still pump water into a connected barrel if the connections was terminated from the output port of the catcher Test fails for now
Today
Fixed crude pumps not producing and storing oil locally if connected to a tanker with water
Today
Tripled crude oil production rate at dome Each pump should produce around 1600 crude over the whole 10 minutes
Today
Powerline IO access points are no longer root entities, cannot be combined with other forms of power supply
Yesterday
Fix following while grazing not working Enforce an exposed time limit on milk (temp until it gets hooked into stats) Animals now run away when hurt Added a button the skeletonProperties inspector to set all bones to a given value Set up cow skeletons for hitboxes, still not quite working
Yesterday
Fixed the eating animation not looping properly Grazing now gets set to false 3s before we leave the state so the animation can fade out
Yesterday
Merge from bag_favourite
Yesterday
Add support for marking a respawn option as a favourite WIll ensure it is always at the left of the list of bags
Yesterday
Merge from occlusion_culling_nre_fix_2
Yesterday
Unsaved
Yesterday
Another attempt at fixing the OcclusionCulling precull One attempt at a proper fix, make sure the visibilityChanged arrays are populated Also harden ProcessCallbacks to prevent exceptions
Yesterday
Removed some unused anim events on the wire/hose viewmodel pointing to effects that no longer exist
Yesterday
Merge from explosion_fx_script_cleanup
Yesterday
Cleanup some third party fx scripts to get stripped/not run on the server
Yesterday
Merge from main
Yesterday
Merge from water_catcher_tests
Yesterday
Build compile fixes
Yesterday
More stack size shenanigans
Yesterday
Cleanup Lock any crude that's inserted into the tanker
Yesterday
Regenerate test list, tests pass
Yesterday
Merge from water_catcher_tests
Yesterday
Merge from main
Yesterday
Created some basic water catcher tests to try and catch any regressions due to the work on PlayerMaintainedMonuments
Yesterday
Exposed a display name field on WaterCatcher, use that instead of creating two new stub item definitions Delete CrudeOilProducer and WaterProducer items
Yesterday
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)
2 Days Ago
Adjust calf walk speed to 0.58
2 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
2 Days Ago
Add age enum to livestock animals Add milk interaction for cows, only for adults Just gives an apple for now
2 Days Ago
Mark Electrical_fuse_box_B_COL r/w
2 Days Ago
Fixed inventory limit rules on modular cars
2 Days Ago
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
3 Days Ago
Compile fix
3 Days Ago
Merge from rustnav_draw_fix
3 Days Ago
Merge from main
3 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
3 Days Ago
Merge from debug_npcanimcontroller_alloc
3 Days Ago
Merge from rustnav_draw_fix
3 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
3 Days Ago
Merge from vine_tree_nav_fix
3 Days Ago
Merge from main
3 Days Ago
Manifest, fixes launch issue
3 Days Ago
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
3 Days Ago
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
3 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)
4 Days Ago
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)