157,764 Commits over 4,536 Days - 1.45cph!

Today
Added TriggerPlayerPushback on livestock animals so you cannot stand on them Its a new client side only trigger that gently slides the player off
Today
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
Today
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
Yesterday
Use RustGlobals.hlsl and RustObjectToClipPos() in nearly all shaders. Upgrade nearly all shaders to target 4.5
Yesterday
Ghostship exterior rear spotlight lighting is off during daytime.
Yesterday
Fix Crystal AR view model being cut off
Yesterday
Use plain `mul` and `add` with `precise` keyword for consistent MVP transforms
Yesterday
fixed milk icons looking aliased - defringed the white matte
Yesterday
Merge from main
Yesterday
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
Yesterday
Elevator lighting and flare glitch fix.
Yesterday
Fixed fluid switch visual feedback being broken at low object detail level.
Yesterday
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
Yesterday
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
Yesterday
merge from main -> base_occlusion
Yesterday
Disable room occlusion test that is failing (toggling IO entity convar and server updating automatically)
Yesterday
merge from biofuel_generator_calorie_override -> main
Yesterday
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Yesterday
Lower raw fish from 40 -> 10 biofuel calories Lower cooked fish from 60 -> 20 biofuel calories
Yesterday
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Yesterday
Override potatoes from 125 -> 40 calories for biofuel generator
Yesterday
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Yesterday
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.
Yesterday
removed unneeded scope attachments from entity prefab
Yesterday
merge from critter_animals
Yesterday
fix critter bugs - frog animator error on spawn/despawn - spamming log for turtles when unpausing - jellyfish population not spawning in jellyfish
Yesterday
Shears first pass animations and set up
Yesterday
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
Yesterday
Fix deploy anim when swapping from torch to building plan
Yesterday
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Yesterday
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
Yesterday
Yesterday
Allow items that give out <1 LGF each to accumulate leftover LGF too
Yesterday
Fix lead breaking easily, show sheep genes, fix tests
Yesterday
Fix some tests
Yesterday
Optimised sheep and lamb textures sizes
Yesterday
Added client side player movement blocker colliders to all livestock animals. They only collide with players
Yesterday
cherry pick 166226 fix
Yesterday
Merge: from playermovement_connect_nre - Bugfix for out of order snapshots on player connect triggering NRE Tests: booted into craggy
Yesterday
Fix sheep idle baa sounds not working, they became unlinked
Yesterday
Bugfix: fix playermovement NRE when initializing a parented player Can happen if snapshots arrive out of order on connect Tests: booted into craggy
Yesterday
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Yesterday
fix viewmodels disappearing when switching back to BRP with RRP being initially enabled on game launch
Yesterday
Allow consumables to override the calories provided to the biofuel generator
Yesterday
merge from Livestock_animals
Yesterday
exported updated nailgun refesh vm anims
Yesterday
Added sound events to viewmodel reload
Yesterday
Merge from airwolf_repairable_pad
Yesterday
Remove serialized field for vehicle spawner repairable pad, now finds nearby pad when spawned
Yesterday
set up new worldmodel prefab