12,290 Commits over 2,557 Days - 0.20cph!
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
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
Add support for marking a respawn option as a favourite
WIll ensure it is always at the left of the list of bags
Merge from occlusion_culling_nre_fix_2
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
Removed some unused anim events on the wire/hose viewmodel pointing to effects that no longer exist
Merge from explosion_fx_script_cleanup
Cleanup some third party fx scripts to get stripped/not run on the server
Merge from water_catcher_tests
More stack size shenanigans
Cleanup
Lock any crude that's inserted into the tanker
Regenerate test list, tests pass
Merge from water_catcher_tests
Created some basic water catcher tests to try and catch any regressions due to the work on PlayerMaintainedMonuments
Exposed a display name field on WaterCatcher, use that instead of creating two new stub item definitions
Delete CrudeOilProducer and WaterProducer items
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)
Adjust calf walk speed to 0.58
Add grazing behaviour
Animal will look for Field/Forest/Forestside, move there and graze for a random period of time
Hooked up idle clips
Add age enum to livestock animals
Add milk interaction for cows, only for adults
Just gives an apple for now
Mark Electrical_fuse_box_B_COL r/w
Fixed inventory limit rules on modular cars
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
Merge from rustnav_draw_fix
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
Merge from debug_npcanimcontroller_alloc
Merge from rustnav_draw_fix
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
Merge from vine_tree_nav_fix
Manifest, fixes launch issue
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
Added IncludeInNavmesh virtual field on TreeEntity
False by default, return true on vine swinging trees
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)
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
Merge from JulQuickfire_balane1
Merge from videoplayer_volume
Merge from lunar_masks_wolf_headress
Sheep setup
Fixed interact colliders on animals affecting navmesh bakes
Setup calf with proper model