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155,734 Commits over 4,566 Days - 1.42cph!

Yesterday
Updated instrument dlc video (was mp4) Removed some old mp4 refs in prefabs
Yesterday
Remove serialized field for VehicleSpawner on VehicleVendor, vendor now finds this automatically when spawned
Yesterday
Merge from rust_render_pipeline
Yesterday
Merge from main
Yesterday
Fix garage doors blocking navmesh above them when closed
Yesterday
Rebalance how much food livestock needs (stomped Jarry halving the amount with a previous fix)
Yesterday
merge from critter_animals
Yesterday
fix turtle error log - swimming NPCs no longer pause their navmeshagent, the agent is disabled but required on the prefab for other dependencies
Yesterday
Fix pooling bugs causing crabs and jellyfish to often be invisible
Yesterday
Fix dialogue for purchasing calves appearing to be successful with insufficient scrap
Yesterday
Fixed cargoship lighting regression.
Yesterday
Adult animals get two ropes like the horses Rope ends off camera Applied rope fixes to horses as well
Yesterday
Blurhash
Yesterday
Updated plague doctor store page media (video + one screenshot) Updated jungle pack store page video (was a mp4)
Yesterday
Livestock vendor now says how much wool you need when you don't have enough wool to sell
Yesterday
More halter meshes for calf and bull
Yesterday
Updated lead interaction icon
Yesterday
Bugfix: fix invalid isLoading state when reloading map Copy paste mistake Tests: able to control camera after reloadmap
Yesterday
If doing the underwater labs mission in a team, activating a boombox counts towards team members objective progress if they are currently in the same underwater lab Change TerrainPath.FindClosest to use SqrMagnitude2D instead of Distance2D
Yesterday
merge from erosion_optim - ~22s faster on a 4000 map, overall savings now ~67s or ~18%
Yesterday
Prevent wild livestock from dying from hunger etc
Yesterday
Prevent wild livestock from dying from unmet needs (floor to 50% hp)
Yesterday
Fix `ent scale` not working immediately for certain entities and you had to leave network range for it to apply - it was gated behind !ShouldLerp() Fix `ent scale default` disabling scale networking before resetting the scale, so it didnt replicate the reset Slight cleanup
Yesterday
Fixed the tin can alarm wire being missing from RRP
Yesterday
removing unnecessary files
Yesterday
Add standalone lever-action rifle test item and viewmodel, with adjusted hand alignment and initial ADS sight markers. Blockout mesh.
Yesterday
merge from main -> base_occlusion
Yesterday
Bugfix: avoid RustNavigation NRE spam on reload - move RustNAvigation to Server scene - LoadLevelAsync can preserve server scene in C+S setup - add missing player states on the server to facilitate connect-lite flow Tests: ran reloadlevel - no NRE spam, but camera is detached
Yesterday
Added halter to all livestock animals
Yesterday
Merge from blur_artifacts
Yesterday
FakePhysicsRope alloc optim
Yesterday
Use unity_MatrixVP over UNITY_MATRIX_VP for consistency
Yesterday
Added livestock halter models
Yesterday
Customiser animation updates
Yesterday
Fix all motorcycles & bicycles dismounting on top instead of the side - the mount points were sorted to closest which always picked the top dismount - switched to ordered so it will try the points on the side first
Yesterday
Fix wild livestock being passively tamed and then breeding out of control
Yesterday
Decay livestock taming if not full bond, don't allow sleepers to tame passively, give calves a start bonus to familiarity but don't max it out. This is to avoid wild cows being accidentally tamed by passer bys and starting to breed and fill the server.
Yesterday
Fix another rare case of duplicated crates being possible in oil rig puzzle rooms, which could happen if the server crashed / wasn't shut down cleanly Invalidate the network cache of the puzzle's generator after spawning crates during a reset
Yesterday
Update: initial prototype alongside Approved hack Tests: tried both, it's megaborked in C+S
Yesterday
Fixed the post processing on the player preview camera
Yesterday
merge from moocclusion
Yesterday
removed repeated check of 0 orientation on cliff placement where we'd check it on both sign flips across X and Z - cuts an additional 19.1s with matching results
Yesterday
Reduced the mooing chances a tad
Yesterday
Bull texture optimisations
Yesterday
Potential fix for animals not eating from troughs
Yesterday
hierarchal topology map - saved ~19.5s locally on a 4k procgen, identical results
Yesterday
Sheep baas are occluded too for consistency
Yesterday
Lowered their occluded volume cause they won't shut up
Yesterday
Potential fix for cows dying of hunger in a well setup farm
Yesterday
Merge from main