156,087 Commits over 4,536 Days - 1.43cph!
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
Fix server browser gamemode filters showing inaccurate numbers and possibly mixing in other gamemodes that arent specified on your search
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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
Dont call TryGetComponent 16 times a second
- Minor code cleanup
- Codegen
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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
merge playable_fixes to main
Fixed failing SpawnEntity_EntitySpawned tests leaking spawned entities and failing unrelated tests
PR: Type-check all arguments of player_manager.AddValidModel
Delete SCRIPTNAME and SCRIPTPATH setting code
* This is apparently a left over from when SCRIPTNAME and SCRIPTPATH globals existed for the currently executed script.
Resolve default cubamap refcounting with recent changes
Minor fixes
Fixed normals on ConsoleBox models
StudioMDL: Adjust behavior of no $cdmaterials
* A small fix for internal model paths (modelsrc/ => models/ in generated path)
* Tell the user if $cdmaterials is not provided, and display the generated path
* Made the generated path have consistent slashes
Adjust ConsoleBox05a material to be less reflective
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merge from fix_editor_logthread_nre -> main
Add try catch to the OutputHandler so if an exception SOMEHOW happens it can't kill the process (since it runs in the finalizer thread)
Fix log thread throwing ObjectDisposedException in editor
- also fix the Task exceptions not being flattened fully
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merge from critter_animals
Attacking farm animals marks you as hostile to safezone
Fixed trough colliders, added container sounds to water storage
Reduced interaction to more accurately align with visual, fixed layer
Further mproved fence deployment and attraction
Halved the speed at which the fence gate opens and closes
Automatically upload item icons to CDN when exporting them for Rust+
Added automated test to check all items have a phrase and description
add a wrapper for all playable calls
- Revert back to a simpler model of just client simulating the physics of a predicted grenade on ground hit
- Back out of predicted grenades if it's obviously clipping through a surface
merge from critter_animals -> Livestock_animals
update livestock scene to remove duplicate critters
squirrels try not to go into riverside/oceanside
import new frog anims and integrate, breaks materials on model
Bunch of UI styling/improvements.
Adde placeholder gamepad config button, runs the new console command, ready to call the steam input button configurator when I add it to FP.steamworks