193,221 Commits over 4,049 Days - 1.99cph!

10 Months Ago
Fix items rounding down to 0 cost if they had a 50% discount and were only 1 scrap to begin with (RIP free pickles), the minimum cost of an item will always be 1 scrap Consolidated all of the rounding and clamping to a single method in VendingMachine for easier management of issues like this
10 Months Ago
Having an extra subclass for the sidecar bike was a bad idea, because now the prefab variant can't automatically carry across the values when its parent is changed. Switch back to having only one Bikes class
10 Months Ago
Fixed incorrect procmap spawner prefab setup
10 Months Ago
travelling vendor sounds
10 Months Ago
Rewrote the bike PD controller code into a new PID version with a much more stable derivative. Now easier to keep the bike from oscillating. Adjusted all values
10 Months Ago
Parent merge
10 Months Ago
Merge from main
10 Months Ago
Thank you to everyone who has supported Rust over the past 10 years and 100,000 commits. Here's to 100,000 more!
10 Months Ago
🥂9️⃣9️⃣9️⃣9️⃣9️⃣ Pedal trike: Fixed non-local clients still using the hand IK when holding items
10 Months Ago
Merge from bikes/spawning
10 Months Ago
Added an extra randomisation pass when selecting a spawn point Lowered all bike default population values to 1, results in 16 motorbikes and 20 pedal bikes on a 3.5k server
10 Months Ago
S2P the above monuments
10 Months Ago
Working on improving bike driving on roads and terrain
10 Months Ago
Adding motorbike spawn points: 3x in the hangars at airfield 1x on the side of the supermarket, near the pay phone 1x in satellite dishes near the shack 1x in the parking lot with the overhang in train yard 1x next to the foklift in the mining warehouse 2x underneath the two storey building at water treatment and 1x behind the restricted roller doors (water treatment already had one outside the roller doors, that remains) 5x scattered around junkyard and 2x in the car park 1x next to the concrete wall of the big power sub station No S2P's, will do that in a separate commit (scene conflicts are dangerous right now)
10 Months Ago
Scenes + asset backups
10 Months Ago
Rework bike and motorbike spawning Now controlled by three convars: Bike.pedalRoadsidePopulation, Bike.pedalMonumentPopulation, Bike.motorbikeMonumentPopulation Monument population convars use a new ConvarControllerSpawnPointPopulation controller that applies the same population/server size scaling but only allows spawning at specific spawn points
10 Months Ago
Merge from traveling_vendor_cinematic_materials
10 Months Ago
Merge from traveling_vendor_cinematic_materials
10 Months Ago
Merge Bikes -> main
10 Months Ago
- Return to Continuous Dynamic collision for bikes, looks like Speculative was the main cause of "bouncing" - Adjusted all driving physics, changing collision mode seems to affect it quite a lot
10 Months Ago
Parent merge
10 Months Ago
Merge from main
10 Months Ago
Merge Bikes -> main
10 Months Ago
Revert subtractions of bike merges from yesterday
10 Months Ago
Minor damage threshold tweaks
10 Months Ago
Damage edit
10 Months Ago
Driving fixes etc
10 Months Ago
Light additions.
10 Months Ago
Collision damage tuning, stop dying to every little thing
10 Months Ago
Bike power edit + steering edit
10 Months Ago
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
10 Months Ago
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10 Months Ago
positioned rightiside screen and keypad correctly
10 Months Ago
One weird trick to improve bike jitter (lock z rotation) + additional tweaks
10 Months Ago
lods, emissive on atlassed lods 3 and 4, trying to get lights working
10 Months Ago
Merged Travelling Vendor -> Main
10 Months Ago
Brought back 4 wheel braking Minor code cleanup Tree kill fixed
10 Months Ago
Vendor now destroys any builldings on the road. Won't affect normal gameplay, but will allow it to work on modded servers that allow building placement on roads.
10 Months Ago
Remove PedalTrike kickstand
10 Months Ago
Exhaust FX change. Show some exhaust FX all the time
10 Months Ago
- Removed overengineered steering system. Pure pursuit seems to be the GOAT - Look ahead multiple points rather than just 1 - Removed excess logs
10 Months Ago
added license plate props. more fixes to storage warehouse.
10 Months Ago
merge from runtime_profiling_entity_csv -> main
10 Months Ago
Fixed brake lights again
10 Months Ago
Enable waiting again - oops!
10 Months Ago
Clear material properties block before setting colour
10 Months Ago
Switch from multiple bools for tracking invokes to a single int 0 = off 1 = total execution of invokes per frame 2 = execution time per type of invoke per frame
10 Months Ago
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10 Months Ago
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10 Months Ago
Reimplement detailed entity profiling that was lost instead of stashed Change to single int to describe entity profiling mode 0 = off 1 = count spawned per frame 2 = count per type of entity spawned per frame 3 = count per type of entity across server every 5 minutes Reset all profiling measurements on the first frame profiling is enabled - fixes some stats counting incredibly high