157,303 Commits over 4,536 Days - 1.44cph!
Fix benchmarks not bypassing fps.limitInBackground
Fix never removing anything added to TriggerBase._allTriggerBase
Fix Rust.Registry.Entity._dict leak when switching scenes (disconnecting from server etc)
Add BaseEntityChild to player_collision.prefab so its transform is removed from the registry when destroyed
merge from optimize_blueprint_button -> main
Cherrypick CS
160658
- tick blueprint buttons only when crafting menu is open instead of all the time (even when closed)
merge from automated_testing
Restored rich pie names + descriptions
merge from render_pipeline_testing
Added RustNavmeshModifierVolume to the following vehicles:
- Both snowmobiles
- Sled
- Rowboat
- Minicopter
- Attack helicopter
- Scrap heli
- Catapult
- Battering ram
- Siege tower
- Sedan
(prevents navmesh from generating on top of them)
Implement color grading curves in RRP, fixes deep sea color grading difference between BRP and RRP
Fix a missing actionstring on one of the intro speech nodes
Merge from livestock_wool_conversation_fix
Show a dialogue option enquiring about wool with the livestock vendor NPC regardless of wool in player inventory
Various other small fixes to conversation tree
merge from Livestock_animals
merge from critter_animals
melee fixes from 3p_melee_animsystem_updates branch
Melee anim subsystem: stop the weapon sliding out of the hand when you run
Added Player_RPropOnly.mask and a third playable in MeleeWeaponAnimationSubSystem that drives
r_prop only and never fades with speed, so the arm keeps its run swing but the weapon stays
welded to the hand. Switched on via PropMask on boneclub, candycane, machete,
salvaged sword, combat & sunken knife,
merge from base_occlusion -> main
merge from Livestock_animals
merge from Livestock_animals/repeltriggers_fix
Remove cow from the repel trigger tests
Merge from livestock_deathfx_fix
Merge from livestock_deathfx_fix
merge from Livestock_animals
merge from Livestock_animals/repeltriggers_fix
Livestock repel triggers tests
Added RustNavmeshModifierVolume to the modular car chassis so the navmesh cannot generate on top of them
merge from powergrid_loot_fixes
Fixed powergrid loot not respawning
FIxed too big env volume in Harbor 1
Gen2 AI now support repel triggers like gen1, pushed out along the navmesh. Fixes livestock dying under cars from the chassis hurt trigger
merge from critter_animals
Fix death blood splatter FX appearing after livestock completes death animation
This was an issue with all ragdolls, all the active FX on the dying entity would restart once the ragdoll became active but it's less obvious on corpses which become ragdolls immediately upon dying
merge from Livestock_animals
Fixed GUI errors when using the test runner window causing tests to fail
Fixed test runner window loading editor prefs from different checkouts, causing test list confusion
merge from Livestock_animals
Merge: from mt_snapshot_saving
- Clean: removal of old MutexPool, hasn't been in use for 2months
Tests: booted craggy, ran print_memory
Clean: remove MutexPool
- ran codegen
Tests: booted craggy, ran print_memory
add crabs audio integration
Merge from Render Pipeline Testing