138,987 Commits over 4,474 Days - 1.29cph!
merge from satellite_crash
Moved fuel counts to convars
Cache PowergridToggle components distance to the powerplant
Minor update for powergrid help convars
Merge from recyclebin_storage
Add grazing behaviour
Animal will look for Field/Forest/Forestside, move there and graze for a random period of time
Hooked up idle clips
Add age enum to livestock animals
Add milk interaction for cows, only for adults
Just gives an apple for now
Mark Electrical_fuse_box_B_COL r/w
Fixed inventory limit rules on modular cars
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
merge from PlayerMaintainedMonuments/powergrid
Merge from rustnav_draw_fix
Removed survivor pie from supermarket freezer
Rework nav display entirely
Player now gets a list of all nav tiles in range adds them to a list, sends a max of 5 tiles per tick (controlled by RustNav.drawTileBudget convar)
Entirely eliminates server cost if the player is not moving (as no new tiles will be sent)
Reduces outgoing bandwidth to a configurable amount, regardless of surrounding tile density
Merge from debug_npcanimcontroller_alloc
Merge from rustnav_draw_fix
Only send a quarter of the nav mesh each call when rustnav.draw is enabled
Cycle the quarter clockwise around the player, so it takes a little more time to get the full navmesh but we're sending 1/4 of the data each tick
Should fix the bandwidth saturation issues and reduces the cost per tick from 100ms to 25ms
Merge from vine_tree_nav_fix
Saverestore adjustments
Remove trailing "f" from convar default values and other places
* Namely some shader parameter defaults (not sure if they are used tbh)
Add note in code about what CWin32Surface is for
Added map icons for new TF2 maps
Make surface.PlaySound not be spatialized (ignore DSPs)
* Basically disables map echo on UI sounds
Added "Enable Stereo Enhancements" option to Audio options tab
* This was previously only silently enabled if player chose "High" audio quality and "Headphones" Speaker Configuration
Change Weapon_*.Empty soundscript channels
* So the Empty sounds don't interfere with firing sounds or the reload sounds
Update light origin on some PHX train track models
* Basically a trial run for a Sandbox tool to do this fast, 150 models changed
Added Hacked Manhack to spawnmenu
merge from airfield_maintainble_features
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
prefab update in airfield scene + S2P
Fix pool "leave game" not working due to using the same reset game rpc, rename it to "cancel"
Better icon + description
Fix dartsgame phrase conflict
Codegen, phrases
airfield fixes & updates
- second fusebox is now gated behind powergrid stage 4 (this means you can't charge chinook call terminal unless stage 4 power)
- added better indicators with flashing lights for charging stages
- remove "mockups" from maintainable folder name
- manifest
merge from PlayerMaintainedMonuments
Merge: from fix_unitask_taskpool
- Bugfix for not-thread-safe taskpool
Tests: unit tests + booted into craggy with Jobs 4
Update: merge up to UnitTask/d239195
- Bugfix for buggy task pool returning dupes
Tests: booted into craggy, unit tests
Merge from PlayerMaintainedMonuments/powergrid
Fixed collared shirt having 0 protection values
Merge from PlayerMaintainedMonuments
- Revert changes to recyclers outside safezones, keep duration boost at powergrid stage 4
- Add 2 new recyclers to outpost which have the same stats as regular non-safezone recyclers except these require powergrid stage 1 to use
All still subject to change
- Fix safezone recyclers getting boosted stats with the powergrid, this was bugged. Safezone recyclers are currently unchanged from before
- Fix recycler stats updating immediately upon powergrid stage being changed rather than waiting to receive the change via the work queue
S2P compound/outpost
bar stools
- updated meta
- reduced ao maps
pool table
- removed duplicate colliders from art prefab
- added art prefab to deployable prefab with MeshLOD setup
- omitted LODGroup version from deployable
- updated prefabs
merge from water_treatment_plant_maintainables
scene with prefab updates + S2P for WTP monument
wtp maintainables fixes&updates
- cant put water into pipes
- fixed cant take water out of pipes through UI
- gearbox switched to using Syncvar (cleaner)
- gearbox fixed "" invoke
- gearbox fixed double network update w flags
- add ResetIOState for water pipe broadcaster
- add max pressure convarable parameter to water tank, so you can increase pressure beyond the "water on" threshold
- manifest
- fixed collider on water spout of pipes
- added a pipe to WTP monument, close to the spinner tank
- increased max power output threshold of gearboxes to 150
- increased power throughput of gearboxes from 1power/s to 5power/s (less time standing around)
- 3 -> 2 gearboxes at monument, one on top of main silo, one on ground
- improved debugging command for water treatment tank logging
- prevent pipes from spawning in areas they should not be (inside things, in monuments, railways, etc)
- increased pipe frequency
- tweaked pipe terrain generation
Initial heavy fuse loot pool
Master key first pass animations
Speed up new navmesh gen by x1.6
- optimize height and alpha terrain sampling to avoid redundant bounds check / deep sea / wrapping / dispatches, have terrain meshing work inplace on the buffers instead of using pooled vertex and index pooled lists
- avoid using rust native list, it's not really pooled it just reallocates the internal native array everytime it's unpooled, use custom one (may be overkill, will check later if native array is good enough), bypass pooling these by using [ThreadStatic] buffers
- replace cancellation tokens with lightweight tileCancellation classes just wrrapping volatile bool, we just need the object reference to act as a build version to avoid locks and stale results, tokens are massive if allocated per tile and add complexity, and a lot of features go unused
Add clan ID to Rust+ clan announcement push notification data