140,491 Commits over 4,383 Days - 1.34cph!
All remaining monument fixes.
Fixed a bunch of errors when baking and using the LOD baker tool
merge from playerboat_droppeditem_parent_fix
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
main -> vendingmachine_ui_refresh
range and accelerated visuals
LODs and material setup
prefabs replaced and updated.
Updated encryption strategy
removed sneaky anim event sfx from 3p sitting anims
exported unique firecracker 3p animations and linked to new holdtype anim controller
merge from pooltable_and_dartboard_models -> darts_minigame
init darts minigame branch
Added optional encryption to Rust Relay
Fixed final vending entry pushing itself out the screen
Swap to a string builder to save a few allocations when updating dynamic pricing
merge from deepsea_navmesh_optims
When the deep sea opens, wait for island navmesh bake to finish before starting the next
Added deepsea.navmesh_spawninterval (was using entity interval before)
Dynamic pricing support (nearly there!)
merge from dragbyangle_rebalance
Added combining of source meshes and materials in the LOD Baker tool to make it compatible with the baking script
merge from deepsea_loot_balance
Tweaked deep sea loot:
- Initial loot when the sea opens slightly reduced (~15%)
- Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100%
Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
merge from playerboat_player_transfer_fix
replicated previous fix in jobs version of code
merge from playerboat_player_transfer_fix
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merge from spraycan_barrels_support
fixed shallow wall shelves skinnable redirect to shallow shelves not half
Prefix nav logs correctly in RustNavmeshAgent
Convert all old scientists to use new navmesh agent
Merge from terrain_renderer
Actually assign culling value in cullingtest
industrial shelves half height and wall shallow
- skin created and setup
- item updated
wall shallow bamboo shelf
- fix sitem itemname to allow skinning from repair bench and spray can
Check default navmesh is built and log error if not in agent queries
Merge from terrain_renderer
Change culling test to check using map of device ids
Potential fix for SetBrakingEnabled and CanUpdateMovement NRE (suspected triggered by excav and cargo scientists)
build skins for industrial salvaged shelves
industrial electric furnace
- item updated
- skin
Update: replace hardcoded constant with GamePhysics.DefaultMaxResultsPerQuery (same value)
- also submitting missing meta file
Tests: compiles
Updated all kitchen cabinets inside apartment prefabs from meshes>prefabs
merge main -> rust_relay_server
industrial auto turret
- updated item skin