195,809 Commits over 4,110 Days - 1.99cph!

24 Days Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
24 Days Ago
Do not update indirect instancing system when scene is loading
24 Days Ago
Do not update indirect instancing system when scene is loading
24 Days Ago
wip changes
24 Days Ago
New Bootstrap page
24 Days Ago
Bind menu now supports multi key binds
24 Days Ago
bee_lifetime_reduction -> main
24 Days Ago
Reduce time that Bee Master Swarms stick around. Reduce time that Bee Swarms stick around.
24 Days Ago
bee_spawnrate_reduction -> main
24 Days Ago
Reduce Beehive spawn rate to 20% (down from a much higher amount)
24 Days Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
24 Days Ago
More test code
24 Days Ago
main -> syncvars
24 Days Ago
Quit dialog, Rust Plus view and LimitedSkins Overlay
24 Days Ago
Added swap seats binds to the options menu
24 Days Ago
merge from main
24 Days Ago
merge from main
24 Days Ago
merge from main
24 Days Ago
merge from new_silencers
24 Days Ago
Oil can and soda can silencer have a slight reduction in projectile damage and velocity compared to military silencer, effective at mid-close range
24 Days Ago
Removed military grade silencer from tech tree Added soda can silencer to T1 Techtree Added oil can silencer to T2 Techtree Military Silencer crafting cost increased (repair) Renamed silencer to Military Silencer
24 Days Ago
Add vertex color to binned vertex data; fixing wind and displacement parameters
24 Days Ago
Added debug.conveyorStrictModeReport convar, prints out the location of all conveyors currently in strict mode
24 Days Ago
Merge from industrial_perf_improvements
24 Days Ago
industrialTransferStrictTimeLimits is now per conveyor - if a conveyor takes an unacceptable amount of time to do a transfer it will be placed in strict mode for 2 minutes and it's movements throttled This allows regular conveyors to operate as normal while still restricting the impact of problematic conveyors Still requires industrialTransferStrictTimeLimits to be enabled, it's now enabled by default
24 Days Ago
Fixed industrialTransferStrictTimeLimits not working in builds
24 Days Ago
Revert some changes from this branch to restore conveyor functionality Better early outs when moving items that can stack, also fixed some issues with the early outs for non stackable items
24 Days Ago
Merge from main
24 Days Ago
Merge from phone_qol
24 Days Ago
Phones can now ring for 24 seconds before they auto hang up (was 12) Player phones are now listed in the directory before monument/static phones
25 Days Ago
Temperate biome settings. Arid tweaks to compensate.
25 Days Ago
Made both new silencers more common so they will show up in some loot
25 Days Ago
New craftable soda can silencer, same function as normal silencer but dramatically lower durability (about 12 regular ak shots) New craftable oil filter silencer, same function as normal silencer but somewhat lower durability (about 48 regular ak shots) Regular silencer is now uncraftable Numbers are WIP
25 Days Ago
Fix strings not parsing correctly in the receive code. Net read strings take an argument (needs to be supported on our end)
25 Days Ago
Added a new animator state behaviour that lets us adjust the global speed of an animator via a curve on a given state (CurveStateSpeed) Applied to LR deploy to speed up the deploy, deployt time goes from 2s -> 1.5s
25 Days Ago
Arid biome Jungle tweaks to match
25 Days Ago
Hook up new shadow proxies
25 Days Ago
Added new binds to swap seats in vehicles - CTRL + 1 -> driver seat - CTRL + 2 -> seat 2 - etc (will be bindable the controls menu)
25 Days Ago
Properly handle error messages Display more information when something goes wrong Show postive/negative error logs as green and red
25 Days Ago
Autoexposure & related tweaks.
25 Days Ago
First set of code cleanup on the new weaving solution Split everything off into smaller areas Injection simplification Seperate build/editor dependency logic
25 Days Ago
merge from neonsigns_newinputs
25 Days Ago
Added new inputs to animated neon signs to control which frame you want to display - if 'Power In' has power, cycle normally - if 'Power In' has power, and 'Frame 1' receives power, show frame 1 and continue cycle - if 'Power In' has no power and 'Frame 1' receives power, show frame 1 as long as 'Frame 1' is powered - same with inputs frame 2, 3 etc
25 Days Ago
Added a 5 second countdown so the logging doesnt start straight away. Changed the file directory path the CSV file is saved too. It should now be saved in "Steam\steamapps\common\Rust\Diagnostics".
25 Days Ago
Update: Allow user to control how big of a callstack to record when tracking allocations - Defaults to 16, should be enough to track where in code it originates - Updated description - windows binary built with 1a176138 commit Tests: used it on craggy. Discovered an issue with preceeding commit, but this change works as expected
25 Days Ago
▇▌▌▊ ▄▇▄▌▇█▌ `▄▉█▆█▆▍.▅▄▋▋█_▉▋▌▇▇▇▇` ▇▊ ▍▄▉▊▌ ▍▆▄▄▌█
25 Days Ago
Kapok b and c shadowproxies and setup
25 Days Ago
Added three spawnable grass displacement volumes of varying size (cinematic or modded servers)
25 Days Ago
Compile warning fixes Added host_writeconfig_lua (blocked from Lua) Fixed commas in AddOutput map IO input causing issues Now uses the special ESC symbol, like VMFs do. Minor cleanups Automatically delay HTTP calls until SteamHTTP is ready Apply more strict checking of invalid Lua states in CLuaObject Will display console warnings when CLuaObject is used on an invalid Lua state. Ideally these messages should never be seen.
25 Days Ago
Optim: ProfielrExporter.Json - export now uses streaming compression Avoids the need to allocate massive StringBuilder. Running watchallocs for 2 mins caused 3-4 GC collection events, instead of 1 during each export. Tests: done a perfsnapshot and ran watchallocs for couple minutes