157,633 Commits over 4,536 Days - 1.45cph!
Wire and decal pass on small room J, server room (still WIP)
Disable pass culling on PostOpaqueDepth since it is a global texture and fixes depth in sculpture paintmode
Restore foliage SHDO in RRP
Foliage and namespace fix
merge from skinnable_ladder_hatch
merge from fix_browser_invalid_operation -> main
Sandbag barrcaide stack 10 > 20
Sandbag barrcaides found in loot will be a stack of 4
Remove start of cached query storing all addresses in a hashset and comparing them to the list of banned servers
- the code became redundant at some point
Merge from livestock_animals
Show genetics on cow panel as well
Don't show the lead option if an animal isn't tamed
Add a tame flag to livestock
Don't show milk option if animal is not tamed
Merge from livestock_animals
Merge from vendor_changes
Doubled ammo amounts
Added ladder hatch, rifle bodies and smg bodies
Viewmodel - nails in the mag deplete per shot + follower rises
MagazineStateViewmodel - Added optional RoundVisuals, Follower, FollowerRestPosition and FollowerStepPerRound
ShowBullet on anim event now shows a full mag during reload
Adjusted overcrowded thresholds - crowded (4 -> 5) and severe packing (6 -> 9)
Reduced packing radius from 3m -> 2.5m
Fix InvalidOperationException() when multiple browser refreshes happen at the same time and the list is cleared while another query is filling it
Added TriggerPlayerPushback on livestock animals so you cannot stand on them
Its a new client side only trigger that gently slides the player off
Expand the `spawnvendor` command to cover every single vendor in the game
- can spawn vending machines and vendors from all monuments
- can choose the respective stock from each type of vendor
Rework vendor sale logic
Now takes the normalised value we used to use and uses that as a currency to spend
Now randomly moves through the list of items, does a dice roll and attempts to spend the currency to unlock that offer
So if we have 0.5 worth of wool and a listing of 400 frags passes and that listing is worth 0.5, we now take a random amount (say 0.25 = 200 frags)
We then have 0.25 left to spend on another listing
Falls back to a flat scrap listing to fill out the offer
Reworked item lists - added pistol ammo, rifle ammo, top tier doors
Added rare red keycard to livestock sale list
Added a penalty (-0.2) to animals that were found in the wild or purchased when calculating sale offers, animals that were born via breeding will be full value
Use RustGlobals.hlsl and RustObjectToClipPos() in nearly all shaders.
Upgrade nearly all shaders to target 4.5
Ghostship exterior rear spotlight lighting is off during daytime.
Fix Crystal AR view model being cut off
Use plain `mul` and `add` with `precise` keyword for consistent MVP transforms
fixed milk icons looking aliased - defringed the white matte
Experimenting with a way to unload/reload terrain configs at runtime so we don't need to have main land + deep sea in all quality levels loaded at the same time
Would save 150mb of memory if we can pull it off
Elevator lighting and flare glitch fix.
Fixed fluid switch visual feedback being broken at low object detail level.
Allow optional objectives to be omitted from missions, essentially discarding the objective due to them being unable to be completed but still allowing the rest of the mission to be played through
Allows underwater labs mission to be playable even if a lab has only 1 boombox
Fix IO entities not being reassigned after the convar for "should IO entities be occluded" is changed
- fixes the failing test properly
- not planning on supporting IO entities for a while as it's complex to handle the occlusion of wires, but keeping the convar to make testing easier
merge from main -> base_occlusion
Disable room occlusion test that is failing (toggling IO entity convar and server updating automatically)
merge from biofuel_generator_calorie_override -> main
Lower raw fish from 40 -> 10 biofuel calories
Lower cooked fish from 60 -> 20 biofuel calories
Override potatoes from 125 -> 40 calories for biofuel generator
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Added an optional "Align to Local X" bool to Additive Billboard. (Defaults to off)
Lets us have elongated fluorescent distance flares where the fixture is hanging vertically (ie. Floating City lights won't look like a cross)
Tweaked all the relevant light fixture materials to use it where applicable.
removed unneeded scope attachments from entity prefab
merge from critter_animals
fix critter bugs
- frog animator error on spawn/despawn
- spamming log for turtles when unpausing
- jellyfish population not spawning in jellyfish
Shears first pass animations and set up
Only round up foods using their default calorie value and give out <1 LGF each (raw beef, grubs, etc)
- don't round up foods that we explicitly override
Fix deploy anim when swapping from torch to building plan
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Added client tests to check the livestock player colliders
Livestock_SprintingIntoItDoesNotCrouchThePlayer is failing currently, its a broader issue we have causing the players to auto crouch when running into things