14,676 Commits over 2,619 Days - 0.23cph!
Merge from milk_processing
Fixed accidentally deleted crafting tea icon
Merge from icon_generator_rework
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
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
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
Merge from market_terminal_power_fix
Remove failing icon test for marketplace terminal, no longer needed
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
Possible StopMontage NRE fix
Merge from market_terminal_power_fix
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)
Merge from asset_exclusion_tests
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)
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
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
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
Lamb and calf corpses no longer give any resources when killed, be nice to them
Merge from honey_bandage_cleanup
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
Fixed multiple animals nearby a vehicle not working
Sheep prefab changes
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
Disabled shear collider on lamb (not used)
Converted all cow meat prefabs and references to beef
Fixed some overlapping colliders on the calf male ragdoll
Fixed lod groups on calf corpses
Added a test to catch any skeleton assets with null bones, all pass
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
Fixed name parsing to account for v_portableboombox._anims
Don't try and load hand mesh inspector if model has no animations enabled
Suppress error message when rebind doesn't work
Fixed duplicate LODGroups on Bull, cow, lamb and sheep ragdolls
Fix animation NRE in Trans_ChasedFromBehind
Fixed labels on livestock prefabs
Add new meat to manifest
Fixed missing parameter on sheep state machine
Hacky compile fix to get builds working
Merge from sep_2026_mesh_checks
Merge from icon_generator_rework
Alt dragging now rotates the light of the icon
Merge from torch_hash_warning_fix
Fixed hash warning when hitting an object with a torch
Remove tangents, blend shapes from 2716 collision fbx's
The tangent change might actually be a decent memory saving, in some cases removing this halves the memory size of the mesh
Collision meshes aren't big so we're talking a couple of kb's
Rework mesh test, it was getting false positives from fbx files that contained the collision and visual meshes (which we shouldn't do, but it's not a big deal in this case)
Added an automated fix process to run the same check and then fix up those settings, might remove it once we update everything
No fbx's modified in this commit, it's changed 2900 meta files so I need to do some spot checks