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12,407 Commits over 2,588 Days - 0.20cph!

Today
Merge from hlod_tex_sizes
Today
Update the LOD baker to apply these sizes
Today
Resized all HLOD normals and specular maps from 512 to 128, no visual difference that I can see Should save around 15mb of graphics memory
Today
Add a rename dialog to livestock animals, can only be used while the animal is being led
Today
Infant animals will now stay close to their mother
Today
LIvestock animals now save who their parent is Added CompletePregnancy convar for debugging
Today
All stats need to be >50% to allow breeding
Today
Add a social stat to livestock - positive if there are 5 animals nearby, negative if there are less than or more than 5 animals nearby Hooked up stats to crosshair display
Today
Fixed sizing of stats widget
Today
Livestock animals now sit while pregnant (so it's not just visible via UI) Vitals get frozen so they don't end up starving
Today
Merge from unused_assets_tool
Today
Removing/downsizing some big assets that aren't used as far as I can see Also got sidetracked looking through our LOD textures, many are too big: -Deleted explosion_2_high material with associated textures (191mb) -Deleted Temp_AssetStore_Crocodile.fbx (44mb) -Deleted FrontierHatchetBlockout + FrontierHatchetHandWrapBlockout (15mb) -Deleted Landmine.mat + textures (200mb, looks to be a duplicate of Landmine_n material) -Reduced battering ram and catapult LOD3 textures from 1024 -> 128 -Reduced floating city structure LOD textures from 1024 -> 256 -Reduced all floating city LOD textgures from 1024 -> 128 -RHIB lods from 1024 -> 256 -All Hemp LOD textures from 512 -> 256 -Quarry deployable LOD textures 512 -> 128 (although it looks like these LODs aren't even used?) -Pumping station LOD textures 512 -> 256 -Rentable shops LOD textures 1024 -> 256 -Wrecked sedan LOD textures 512 -> 256 -Siege tower LOD materials 2048 -> 256
Today
Merge from main
Today
Merge from hide_services
Today
Hide services menu no longer appears in the iteration speed section of the rust editor (it has nothing to do with iteration speed and unticking it is the undesired behaviour)
Today
Merge from main
Today
Hopefully prevent crash on boot from hide services change
Today
Merge from main
Today
Codegen
Today
Refactored the timers on livestock animal into a new PersistentTimer class Makes it easy to create new timer based behaviours (drop dung, get older, give birth, etc) and persist those timers through a save/load Livestock now drop horse dung (might need a rename)
Yesterday
Codegen
Yesterday
Merge from main
Yesterday
Hooked up sheep sleeping anim
Yesterday
Cleanup, don't use obsolete SetFlags Fix animals moving while sleeping
Yesterday
New species asset for livestock Supports spawning a different prefab for male/female animals Setup for cows and sheep
Yesterday
Extracted all dog assets from Pets2 branch (so old it was problematic to update from main) Should include all models, materials and animations, as well as the entity prefabs with the entitiy class missing Also inlcudes harness models
Yesterday
Bull prefab setup
Yesterday
Fixed all animals set to female Added breeding fsm states
Yesterday
Cull the bone hierarchy on the building/boat planner on the server Should remove 17 gameobjects per planner on the server
Yesterday
Merge from sprinkler_fixes_aug_26
Yesterday
Merge from main
2 Days Ago
Fix sprinklers not spraying after a restart, and spraying without watering One behaviour change - a sprinkler now needs water >= 2 to run. It has always needed that to actually water things but previously it would still show the water spraying pfx if the sprinkler was receiving one water
3 Days Ago
Created 8 new sprinkler tests to catch an issue with sprinklers visibly splashing but not applying water to planters after a server restart They all fail right now Remove server.useLegacySprinklerLoadProcess, should no longer be needed
3 Days Ago
Updated the particle effects of the spray can to broadly match the texture being sprayed Approximates the colour via a texture lookup. gets cached per texture so it only happens once per skin in a session
3 Days Ago
Merge from vm_hand_spawn
3 Days Ago
Remove the hand_mesh from v_building_planner_rig (hacky removal, proper re-export will be better but this should allow us to verify memory savings)
3 Days Ago
Merge from vm_hand_spawn Only active on building_planner for testing, other vm's are unchanged
3 Days Ago
Merge from main
5 Days Ago
New tool Tools > Find > Unreferenced Assets Scans the project for assets that are not referenced by anything, tracing chains so that eg. a texture referenced by a material that is not used anywhere will be counted as unused Can't catch everything - assets loaded by string path in scripts won't be caught by this tool, so use with care
5 Days Ago
Merge from hide_services
6 Days Ago
Remove the Services window in the menu bar Add an option in the editor prefs to re-enable it if we need it
6 Days Ago
Sleep state fix
6 Days Ago
Merge pipes into a single mesh based on distance and matching material
6 Days Ago
Unsaved, spawn grid command
6 Days Ago
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch Calculate normals for industrial pipes in the job, not on main thread Seems to be about 15% faster on main thread and removes some allocations Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt) Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
14 Days Ago
Fixed the player sometimes transitioning to standing animations while swimming near the surface of the ocean Involved fixing a clamp that has always been there and has never worked that minimises vertical input when at the water level This fixes the issue but seems to make jumping out of the water a little harder as the player is much more aligned with the water level, will need some further testing and possible changes to the water jumping mechanic
14 Days Ago
Fixed NVG scientist heads not appearing on trophies
14 Days Ago
Better fix, use a TerrainPlacementBlocked component
14 Days Ago
Subtract 160438, would have had unintended side effects
14 Days Ago
Painted the area around the crude pumps at dome with road topology to prevent trees spawning there