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139,147 Commits over 4,505 Days - 1.29cph!

Yesterday
LIvestock animals now save who their parent is Added CompletePregnancy convar for debugging
Yesterday
All stats need to be >50% to allow breeding
Yesterday
Add a social stat to livestock - positive if there are 5 animals nearby, negative if there are less than or more than 5 animals nearby Hooked up stats to crosshair display
Yesterday
Fixed sizing of stats widget
Yesterday
Added pilot flame to 3rd person flamethrower.
Yesterday
Livestock animals now sit while pregnant (so it's not just visible via UI) Vitals get frozen so they don't end up starving
Yesterday
Merge from unused_assets_tool
Yesterday
Fixed some circuit system leaks and oobs
Yesterday
Removing/downsizing some big assets that aren't used as far as I can see Also got sidetracked looking through our LOD textures, many are too big: -Deleted explosion_2_high material with associated textures (191mb) -Deleted Temp_AssetStore_Crocodile.fbx (44mb) -Deleted FrontierHatchetBlockout + FrontierHatchetHandWrapBlockout (15mb) -Deleted Landmine.mat + textures (200mb, looks to be a duplicate of Landmine_n material) -Reduced battering ram and catapult LOD3 textures from 1024 -> 128 -Reduced floating city structure LOD textures from 1024 -> 256 -Reduced all floating city LOD textgures from 1024 -> 128 -RHIB lods from 1024 -> 256 -All Hemp LOD textures from 512 -> 256 -Quarry deployable LOD textures 512 -> 128 (although it looks like these LODs aren't even used?) -Pumping station LOD textures 512 -> 256 -Rentable shops LOD textures 1024 -> 256 -Wrecked sedan LOD textures 512 -> 256 -Siege tower LOD materials 2048 -> 256
Yesterday
merge from hbhf_flag_fix
Yesterday
HBHF sensor tests do not assume the IncludeOthers flag is set by default anymore
Yesterday
Restored HBHF sensor IncludeOthers flag (regression from 161268)
Yesterday
Fixed fuel generator aux inputs draining batteries using the downstream demand Added a test
Yesterday
merge from main
Yesterday
Fixed elevator billing batteries from the wrong slot
Yesterday
merge from main
Yesterday
merge from testrunner_iterationprefs
Yesterday
Force specific playmode iteration editor prefs when running tests in the editor - Make sure no iteration prefs can fuck up the tests - Make sure you enter playmode and run the tests as fast as possible
Yesterday
Merge from main
Yesterday
Merge from hide_services
Yesterday
Converted reactive target
Yesterday
Some naming cleanup
Yesterday
Hide services menu no longer appears in the iteration speed section of the rust editor (it has nothing to do with iteration speed and unticking it is the undesired behaviour)
Yesterday
Test lists
Yesterday
Merge from main
Yesterday
Hopefully prevent crash on boot from hide services change
Yesterday
Merge from main
Yesterday
Circuit system tests, just two tests checking the throttling works
Yesterday
Codegen
Yesterday
Codegen
Yesterday
merge from main
Yesterday
Update: replacing with a remotely built dylib Surprisingly, it works Tests: ran TLS test scene
Yesterday
Fixed tests failing after the recent pooling changes
Yesterday
Refactored the timers on livestock animal into a new PersistentTimer class Makes it easy to create new timer based behaviours (drop dung, get older, give birth, etc) and persist those timers through a save/load Livestock now drop horse dung (might need a rename)
Yesterday
Update: add MacOS support for UnsafeScriptingAccess - using locally built debug dylib for now Need to figure out if remotely built dylib is going to work or not (didn't when I broke sig locally) Tests: using locally built dylib was able to run TLSTest setup
Yesterday
Throttle everything to 30 ticks a frame so server fps variations doesnt change the io speed too much Flickering circuits are throttled to 10 flips/s (equivalent to old IO)
Yesterday
Generator RPC name fix
Yesterday
merge from store_featured_tweaks
Yesterday
Store featured tab changes, we now show featured items on both the left and right grids
Yesterday
optimised the electric chandelier LOD0 LOD0 triangle count from 22,766 -> 9328 still high but unavoidable for the complexity of the asset. reduced lodchain from 5 -> 3
Yesterday
Added Apple.tree prefab and LootSpawn.Apple. Added 3 apples to oak_d and they're all spawning correctly but dont spawn when trying to harvesting
Yesterday
optimised Rustige egg world models Each egg's dropped world model now uses a dedicated w_*. fbx rather than using the animated deployed model. The world models were carrying the whole deployed setup - skinned meshes, bone hierarchies, interior geometry and 4-5 LOD levels - none of which is visible when dropped. - LOD0 triangles: 46,772 -> 16,466 across the eight - Skinned meshes: 72 -> 0
Yesterday
binocular_glare_fix -> main
Yesterday
Fix 154930 breaking binocular glare. Inverted check was used
Yesterday
network_range_audit -> main
Yesterday
bring labs crate normal down to 128m
Yesterday
Lower medium signs to 128m network range
Yesterday
main -> network_range_audit
Yesterday
wind_turbine_sfx_fix -> main
Yesterday
Stop Wind turbine SFX contuining to playing when the turbine is not spinning (Bug from 2019)