140,506 Commits over 4,383 Days - 1.34cph!
- Final style changes
- Added suggestions area in admin panel
Updated sprint anim (test)
Clean: removed FilterInvalidPlayers now that I've validated that all kicks were grouped at end
- cleaned up comments that pointed out kick locations
Tests: none, trivial change
industrial electric furnace
- added lods
- split glass and furnace
- updated item skin
- updated prefab
Bugfix: avoid NRE after kicking a player while iterating over a player cache
- consolidated all kicks in ServerUpdateParallel to end of the method
Tests: got kicked for terrain violations, no NRE
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
Potential fix for scientists not spawning on cargo
Fix minor typo in WhatUsesThis
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices
- added unit tests
Should help us maintain packed state of dependent arrays - will start converting current use cases next.
Tests: ran unit tests
merge from main -> fix_dynamic_occlusion_pausing
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
simplified encryption again
All remaining monument fixes.
Fixed a bunch of errors when baking and using the LOD baker tool
merge from playerboat_droppeditem_parent_fix
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
main -> vendingmachine_ui_refresh
range and accelerated visuals
LODs and material setup
prefabs replaced and updated.
Updated encryption strategy
removed sneaky anim event sfx from 3p sitting anims
exported unique firecracker 3p animations and linked to new holdtype anim controller
merge from pooltable_and_dartboard_models -> darts_minigame
init darts minigame branch
Added optional encryption to Rust Relay
Fixed final vending entry pushing itself out the screen
Swap to a string builder to save a few allocations when updating dynamic pricing
merge from deepsea_navmesh_optims
When the deep sea opens, wait for island navmesh bake to finish before starting the next
Added deepsea.navmesh_spawninterval (was using entity interval before)
Dynamic pricing support (nearly there!)
merge from dragbyangle_rebalance
Added combining of source meshes and materials in the LOD Baker tool to make it compatible with the baking script
merge from deepsea_loot_balance
Tweaked deep sea loot:
- Initial loot when the sea opens slightly reduced (~15%)
- Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100%
Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
merge from playerboat_player_transfer_fix
replicated previous fix in jobs version of code
merge from playerboat_player_transfer_fix
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merge from spraycan_barrels_support
fixed shallow wall shelves skinnable redirect to shallow shelves not half
Prefix nav logs correctly in RustNavmeshAgent
Convert all old scientists to use new navmesh agent
Merge from terrain_renderer