reporust_rebootcancel

155,631 Commits over 4,536 Days - 1.43cph!

Today
Merge from main
Today
Fix garage doors blocking navmesh above them when closed
Today
Rebalance how much food livestock needs (stomped Jarry halving the amount with a previous fix)
Today
merge from critter_animals
Today
fix turtle error log - swimming NPCs no longer pause their navmeshagent, the agent is disabled but required on the prefab for other dependencies
Today
Fix pooling bugs causing crabs and jellyfish to often be invisible
Fix dialogue for purchasing calves appearing to be successful with insufficient scrap
Today
Fixed cargoship lighting regression.
Today
Adult animals get two ropes like the horses Rope ends off camera Applied rope fixes to horses as well
Today
Blurhash
Today
Updated plague doctor store page media (video + one screenshot) Updated jungle pack store page video (was a mp4)
Livestock vendor now says how much wool you need when you don't have enough wool to sell
Today
More halter meshes for calf and bull
Today
Updated lead interaction icon
Today
Bugfix: fix invalid isLoading state when reloading map Copy paste mistake Tests: able to control camera after reloadmap
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
Today
merge from erosion_optim - ~22s faster on a 4000 map, overall savings now ~67s or ~18%
Today
Prevent wild livestock from dying from hunger etc
Today
Prevent wild livestock from dying from unmet needs (floor to 50% hp)
Today
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
Today
Fixed the tin can alarm wire being missing from RRP
Today
removing unnecessary files
Today
Add standalone lever-action rifle test item and viewmodel, with adjusted hand alignment and initial ADS sight markers. Blockout mesh.
Today
merge from main -> base_occlusion
Today
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
Today
Added halter to all livestock animals
Today
Merge from blur_artifacts
Today
FakePhysicsRope alloc optim
Today
Use unity_MatrixVP over UNITY_MATRIX_VP for consistency
Today
Added livestock halter models
Today
Customiser animation updates
Today
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
Today
Fix wild livestock being passively tamed and then breeding out of control
Today
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.
Today
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
Today
Update: initial prototype alongside Approved hack Tests: tried both, it's megaborked in C+S
Today
Fixed the post processing on the player preview camera
Today
merge from moocclusion
Today
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
Today
Reduced the mooing chances a tad
Today
Bull texture optimisations
Today
Potential fix for animals not eating from troughs
Today
hierarchal topology map - saved ~19.5s locally on a 4k procgen, identical results
Today
Sheep baas are occluded too for consistency
Today
Lowered their occluded volume cause they won't shut up
Today
Potential fix for cows dying of hunger in a well setup farm
Today
Merge from main
Today
Cow moo sounds are now occluded
Today
Calf texture optimisations
Today
Store bg blur mat tweaks