137,443 Commits over 4,474 Days - 1.28cph!
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
merge from airfield_maintainble_features
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
prefab update in airfield scene + S2P
Fix pool "leave game" not working due to using the same reset game rpc, rename it to "cancel"
Better icon + description
Fix dartsgame phrase conflict
Codegen, phrases
airfield fixes & updates
- second fusebox is now gated behind powergrid stage 4 (this means you can't charge chinook call terminal unless stage 4 power)
- added better indicators with flashing lights for charging stages
- remove "mockups" from maintainable folder name
- manifest
merge from PlayerMaintainedMonuments
Merge: from fix_unitask_taskpool
- Bugfix for not-thread-safe taskpool
Tests: unit tests + booted into craggy with Jobs 4
Update: merge up to UnitTask/d239195
- Bugfix for buggy task pool returning dupes
Tests: booted into craggy, unit tests
Merge from PlayerMaintainedMonuments/powergrid
Fixed collared shirt having 0 protection values
Merge from PlayerMaintainedMonuments
- Revert changes to recyclers outside safezones, keep duration boost at powergrid stage 4
- Add 2 new recyclers to outpost which have the same stats as regular non-safezone recyclers except these require powergrid stage 1 to use
All still subject to change
- Fix safezone recyclers getting boosted stats with the powergrid, this was bugged. Safezone recyclers are currently unchanged from before
- Fix recycler stats updating immediately upon powergrid stage being changed rather than waiting to receive the change via the work queue
S2P compound/outpost
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bar stools
- updated meta
- reduced ao maps