158,756 Commits over 4,566 Days - 1.45cph!

12 Days Ago
Show genetics on cow panel as well
12 Days Ago
Don't show the lead option if an animal isn't tamed
12 Days Ago
Add a tame flag to livestock Don't show milk option if animal is not tamed
12 Days Ago
Merge from livestock_animals
12 Days Ago
Merge from vendor_changes
12 Days Ago
Doubled ammo amounts Added ladder hatch, rifle bodies and smg bodies
12 Days Ago
Viewmodel - nails in the mag deplete per shot + follower rises MagazineStateViewmodel - Added optional RoundVisuals, Follower, FollowerRestPosition and FollowerStepPerRound ShowBullet on anim event now shows a full mag during reload
12 Days Ago
Adjusted overcrowded thresholds - crowded (4 -> 5) and severe packing (6 -> 9) Reduced packing radius from 3m -> 2.5m
12 Days Ago
Fix InvalidOperationException() when multiple browser refreshes happen at the same time and the list is cleared while another query is filling it
12 Days Ago
Added TriggerPlayerPushback on livestock animals so you cannot stand on them Its a new client side only trigger that gently slides the player off
12 Days Ago
Expand the `spawnvendor` command to cover every single vendor in the game - can spawn vending machines and vendors from all monuments - can choose the respective stock from each type of vendor
12 Days Ago
Rework vendor sale logic Now takes the normalised value we used to use and uses that as a currency to spend Now randomly moves through the list of items, does a dice roll and attempts to spend the currency to unlock that offer So if we have 0.5 worth of wool and a listing of 400 frags passes and that listing is worth 0.5, we now take a random amount (say 0.25 = 200 frags) We then have 0.25 left to spend on another listing Falls back to a flat scrap listing to fill out the offer Reworked item lists - added pistol ammo, rifle ammo, top tier doors Added rare red keycard to livestock sale list Added a penalty (-0.2) to animals that were found in the wild or purchased when calculating sale offers, animals that were born via breeding will be full value
12 Days Ago
Use RustGlobals.hlsl and RustObjectToClipPos() in nearly all shaders. Upgrade nearly all shaders to target 4.5
12 Days Ago
Ghostship exterior rear spotlight lighting is off during daytime.
12 Days Ago
Fix Crystal AR view model being cut off
12 Days Ago
Use plain `mul` and `add` with `precise` keyword for consistent MVP transforms
12 Days Ago
fixed milk icons looking aliased - defringed the white matte
12 Days Ago
Merge from main
12 Days Ago
Experimenting with a way to unload/reload terrain configs at runtime so we don't need to have main land + deep sea in all quality levels loaded at the same time Would save 150mb of memory if we can pull it off
12 Days Ago
Elevator lighting and flare glitch fix.
12 Days Ago
Fixed fluid switch visual feedback being broken at low object detail level.
12 Days Ago
Allow optional objectives to be omitted from missions, essentially discarding the objective due to them being unable to be completed but still allowing the rest of the mission to be played through Allows underwater labs mission to be playable even if a lab has only 1 boombox
12 Days Ago
Fix IO entities not being reassigned after the convar for "should IO entities be occluded" is changed - fixes the failing test properly - not planning on supporting IO entities for a while as it's complex to handle the occlusion of wires, but keeping the convar to make testing easier
12 Days Ago
merge from main -> base_occlusion
12 Days Ago
Disable room occlusion test that is failing (toggling IO entity convar and server updating automatically)
12 Days Ago
merge from biofuel_generator_calorie_override -> main
12 Days Ago
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12 Days Ago
Lower raw fish from 40 -> 10 biofuel calories Lower cooked fish from 60 -> 20 biofuel calories
12 Days Ago
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12 Days Ago
Override potatoes from 125 -> 40 calories for biofuel generator
12 Days Ago
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12 Days Ago
Added an optional "Align to Local X" bool to Additive Billboard. (Defaults to off) Lets us have elongated fluorescent distance flares where the fixture is hanging vertically (ie. Floating City lights won't look like a cross) Tweaked all the relevant light fixture materials to use it where applicable.
12 Days Ago
removed unneeded scope attachments from entity prefab
12 Days Ago
merge from critter_animals
12 Days Ago
fix critter bugs - frog animator error on spawn/despawn - spamming log for turtles when unpausing - jellyfish population not spawning in jellyfish
12 Days Ago
Shears first pass animations and set up
12 Days Ago
Only round up foods using their default calorie value and give out <1 LGF each (raw beef, grubs, etc) - don't round up foods that we explicitly override
12 Days Ago
Fix deploy anim when swapping from torch to building plan
12 Days Ago
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12 Days Ago
Added client tests to check the livestock player colliders Livestock_SprintingIntoItDoesNotCrouchThePlayer is failing currently, its a broader issue we have causing the players to auto crouch when running into things
12 Days Ago
12 Days Ago
Allow items that give out <1 LGF each to accumulate leftover LGF too
12 Days Ago
Fix lead breaking easily, show sheep genes, fix tests
12 Days Ago
Fix some tests
12 Days Ago
Optimised sheep and lamb textures sizes
12 Days Ago
Added client side player movement blocker colliders to all livestock animals. They only collide with players
12 Days Ago
cherry pick 166226 fix
12 Days Ago
Merge: from playermovement_connect_nre - Bugfix for out of order snapshots on player connect triggering NRE Tests: booted into craggy
12 Days Ago
Fix sheep idle baa sounds not working, they became unlinked
12 Days Ago
Bugfix: fix playermovement NRE when initializing a parented player Can happen if snapshots arrive out of order on connect Tests: booted into craggy