All Rust commits from Facepunch

anim updates
Open/close sounds
Add a 'needs stirring' electrical output so people can make circuits letting them know the generator needs stirred
Fix the deployment being the wrong way around
Add blinking 'processing' and 'blocked' text on the info display
Indicator + light notify LOD
Tech tree fixes
Minimum of 1 fuel for even worse foods (grubs)
- Description - Crafting costs - Tech tree
- Have to restir after adding new food - Show a little pop animation in the loot panel ui to show its been reset - Make 'electircity required' show in red
- Turn off lamp and indicator if theres no power connected to the biofuel generator - "stirring" -> "stirred"
Reduce power consumption
Add emissive indicator lights: - green flashing when done (fuel in and not food) - green when cooking normally - solid red when no food (to show its burning power) - red flashing when needing to be stirred
Better flies
Hide the spoon in the guide prefab
- Add stirring animations - Add viewmodel animation - Make generalised mounted camera anim system
main -> biofuel_generator
Biofuel rig fixing liquid joint not being centered

added WIP viewmodel unity camera anim

- set avatar on rig file - adding wip anims - added controller with param
Remove unneeded test
- Scale low grade + process time with food calories - Cache consumable component
- 30 mins between stirs - blanket 60 fuel required before each stir
- Filling/draining bar - Better electric port setup - Minor colour changes
Adding biofuel generator rig
- Ensure you need to be super close to the generator to be able to stir
- Setup lewis's new UI - Stir is now a progress bar - Minor mount/dismount changes
main -> biofuel_generator

texture tweaks to the biofuel generator

updated textures

Added biofuel generator gibs, and updated the item icon updated deployed with gibbable and .item. updated guide mesh to only reference lod1

Adding LODs for the biofuel generator

resized textures and caps

update to mesh again

update to mesh and emission texture

update to biofuel genertor - added LOD0 and texture progress (near complete) baked emission and fly particles around the food.
- When stirring the generator you're now mounted (just at current standing position) - When letting go of E stop the mounting - Show 'no electricity status' if stirred but no power
Add in a stir status panel showing if we are currently stirred or not
main -> biofuel_generator

fixed ladder worldmodel outline from disappearing after a second. cause: child object of the prefab was off center. Zeroing transforms fixed it.

merge from main
Require manual periodic stirring of the bio mixture to ensure its turned into low grade
- Setup biofuel generator ui - Takes in food, converts to low grade

merge from main
- Basic script setup - Initial IO power input
main -> biofuel_generator

Biofuel Generator: manifest and engine.json for the new entity

Biofuel Generator: blockout testing deployment - deployed prefab: referenced mixing table, simple box colliders, foliage displacement - guide prefab using same FBX - item generator.biofuel with placeholder blueprint and icon - needs Update Game Manifest