139,152 Commits over 4,474 Days - 1.30cph!

Yesterday
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
Yesterday
Fixed holding [USE] to open the sculpture editor drawing an unintended line on the structure as it opens
Yesterday
Fix tile bounds height being too larged when passed to create heightfield
Yesterday
Adjust calf walk speed to 0.58
Yesterday
puzzle zoo test update. fixed some connections (set input & output slots from 0 to 1 ) and got ris of the electric part connected to the kinetic puzzle
Yesterday
Fix potential exception
Yesterday
adjust push velocity for short time after sculpture edit
Rin
Yesterday
merge from CollaredShirt0
Yesterday
Merge from main
Yesterday
Fix terrain holes when toggling RRP by switching materials Fix foliagegrid when holeMap is unavailable Add distance check for hole mask sampling Remove redundant interpolator from terrain shader
Yesterday
overlap censor bounds to avoid nasty visible grid
Yesterday
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
Yesterday
Adding second loop for master key
Yesterday
Cleanup unused variables and redundant comments
Rin
Yesterday
Adjusted heavy fuse spawn rate to be more common
Yesterday
merge from satellite_crash
Yesterday
Moved fuel counts to convars
Yesterday
Cache PowergridToggle components distance to the powerplant Minor update for powergrid help convars
Yesterday
merge from main
Yesterday
Merge from recyclebin_storage
Yesterday
Merge from main
Yesterday
Merge from PMM
Yesterday
Add grazing behaviour Animal will look for Field/Forest/Forestside, move there and graze for a random period of time Hooked up idle clips
Yesterday
Add age enum to livestock animals Add milk interaction for cows, only for adults Just gives an apple for now
Yesterday
Mark Electrical_fuse_box_B_COL r/w
Yesterday
Fixed inventory limit rules on modular cars
Yesterday
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
Yesterday
Compile fix
Rin
Yesterday
merge from PlayerMaintainedMonuments/powergrid
Yesterday
Merge from rustnav_draw_fix
Rin
Yesterday
Removed survivor pie from supermarket freezer
Yesterday
Merge from main
Yesterday
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
Yesterday
Merge from debug_npcanimcontroller_alloc
Yesterday
Merge from rustnav_draw_fix
Yesterday
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
Yesterday
Merge from vine_tree_nav_fix
Yesterday
Merge from main
2 Days Ago
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
2 Days Ago
merge from airfield_maintainble_features
2 Days Ago
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
2 Days Ago
merge from game_room_dlc
2 Days Ago
prefab update in airfield scene + S2P
2 Days Ago
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
2 Days Ago
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
2 Days Ago
Crash impact.
2 Days Ago
merge from shieldonback
2 Days Ago
merge from PlayerMaintainedMonuments
2 Days Ago
Merge: from fix_unitask_taskpool - Bugfix for not-thread-safe taskpool Tests: unit tests + booted into craggy with Jobs 4