144,278 Commits over 4,413 Days - 1.36cph!

1 Year Ago
merge from jungle_update_improvements
1 Year Ago
merge from rustige_egg_g_naming
1 Year Ago
merge from lr_deploy_speedup
1 Year Ago
merge from HealthOreTeaToken
1 Year Ago
merge from catpiedesc
1 Year Ago
merge from tea_time
1 Year Ago
Can add any new multi bind, not only the registered ones (like the bind command)
1 Year Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
1 Year Ago
Do not update indirect instancing system when scene is loading
1 Year Ago
Do not update indirect instancing system when scene is loading
1 Year Ago
wip changes
1 Year Ago
New Bootstrap page
1 Year Ago
Bind menu now supports multi key binds
1 Year Ago
bee_lifetime_reduction -> main
1 Year Ago
Reduce time that Bee Master Swarms stick around. Reduce time that Bee Swarms stick around.
1 Year Ago
bee_spawnrate_reduction -> main
1 Year Ago
Reduce Beehive spawn rate to 20% (down from a much higher amount)
1 Year Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
1 Year Ago
More test code
1 Year Ago
main -> syncvars
1 Year Ago
Quit dialog, Rust Plus view and LimitedSkins Overlay
1 Year Ago
Added swap seats binds to the options menu
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from new_silencers
1 Year 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
1 Year 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
1 Year Ago
Add vertex color to binned vertex data; fixing wind and displacement parameters
1 Year Ago
Added debug.conveyorStrictModeReport convar, prints out the location of all conveyors currently in strict mode
1 Year Ago
Merge from industrial_perf_improvements
1 Year 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
1 Year Ago
Fixed industrialTransferStrictTimeLimits not working in builds
1 Year 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
1 Year Ago
Merge from main
1 Year Ago
Merge from phone_qol
1 Year 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
1 Year Ago
Temperate biome settings. Arid tweaks to compensate.
1 Year Ago
Made both new silencers more common so they will show up in some loot
1 Year 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
1 Year Ago
Fix strings not parsing correctly in the receive code. Net read strings take an argument (needs to be supported on our end)
1 Year 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
1 Year Ago
Arid biome Jungle tweaks to match
1 Year Ago
Hook up new shadow proxies
1 Year Ago
Added new binds to swap seats in vehicles - CTRL + 1 -> driver seat - CTRL + 2 -> seat 2 - etc (will be bindable the controls menu)
1 Year Ago
Properly handle error messages Display more information when something goes wrong Show postive/negative error logs as green and red
1 Year Ago
Autoexposure & related tweaks.
1 Year Ago
First set of code cleanup on the new weaving solution Split everything off into smaller areas Injection simplification Seperate build/editor dependency logic
1 Year Ago
merge from neonsigns_newinputs
1 Year 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