139,114 Commits over 4,474 Days - 1.30cph!
GetExtrapolationTime tweak
Bugfix: fixup pooling errors in 4 places - 2 in WireTool, BaseAIBrain and CommunityEntity
- added a bunch of PoolAnalyzerNonCachingAttribute to BaseAIBrain calls working on proto types
Noticed 2 cases where analysis escape didn't trigger like it should've
Tests: none, trivial changes
Merge from PlayerMaintainedMonuments/powergrid
Disable read/write on regular FuseBoxB mesh, was supposed to be on the collision mesh
Change min region size to meters, include oom logs
Merge from PlayerMaintainedMonuments
Fix for powerplant steam being visible when it shouldn't
S2P powerplant
Remove old placeholder explosion/effect, use new one.
Update: update CodeAnalyzer with support for PoolAnalyzerGetWrapperAttribute
- tag NetRead.Proto and ProtoDelta with it
Tests: editor compile shows 4 pooling errors
Fix old tile remaining after failed tile rebuild, which will cause it to exist in native but not in managed, and be ignored by saves
Fix oldest heavy fuse in every powerplant fusebox being deteriorated rather than the oldest fuse across all fuseboxes
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
Fixed holding [USE] to open the sculpture editor drawing an unintended line on the structure as it opens
Fix tile bounds height being too larged when passed to create heightfield
Adjust calf walk speed to 0.58
puzzle zoo test update. fixed some connections (set input & output slots from 0 to 1 ) and got ris of the electric part connected to the kinetic puzzle
adjust push velocity for short time after sculpture edit
merge from CollaredShirt0
Fix terrain holes when toggling RRP by switching materials
Fix foliagegrid when holeMap is unavailable
Add distance check for hole mask sampling
Remove redundant interpolator from terrain shader
overlap censor bounds to avoid nasty visible grid
Fix navmesh load failing because of invalid tile count, just because it has more than
10000 tiles which is possible
Adding second loop for master key
Cleanup unused variables and redundant comments
Adjusted heavy fuse spawn rate to be more common
merge from satellite_crash
Moved fuel counts to convars
Cache PowergridToggle components distance to the powerplant
Minor update for powergrid help convars
Merge from recyclebin_storage
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 PlayerMaintainedMonuments/powergrid
Merge from rustnav_draw_fix
Removed survivor pie from supermarket freezer
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