156,855 Commits over 4,536 Days - 1.44cph!

2 Months Ago
merge from main
2 Months Ago
Merge: from codeanalyzer_getwrapperattrib - Update Rust.CodeAnalyzer for PoolAnalyzerGetWrapperAttribute support - Bugfix 4 pool leaks from above attrib Tests: compiler simulator passes
2 Months Ago
GetExtrapolationTime tweak
2 Months Ago
Bugfix: fixup pooling errors in 4 places - 2 in WireTool, BaseAIBrain and CommunityEntity - added a bunch of PoolAnalyzerNonCachingAttribute to BaseAIBrain calls working on proto types Noticed 2 cases where analysis escape didn't trigger like it should've Tests: none, trivial changes
2 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
2 Months Ago
Disable read/write on regular FuseBoxB mesh, was supposed to be on the collision mesh
2 Months Ago
Change min region size to meters, include oom logs
2 Months Ago
Merge from PlayerMaintainedMonuments
2 Months Ago
Merge from main
2 Months Ago
Fix for powerplant steam being visible when it shouldn't S2P powerplant
2 Months Ago
Remove old placeholder explosion/effect, use new one.
2 Months Ago
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2 Months Ago
Update: update CodeAnalyzer with support for PoolAnalyzerGetWrapperAttribute - tag NetRead.Proto and ProtoDelta with it Tests: editor compile shows 4 pooling errors
2 Months Ago
Fix old tile remaining after failed tile rebuild, which will cause it to exist in native but not in managed, and be ignored by saves
2 Months Ago
Fix oldest heavy fuse in every powerplant fusebox being deteriorated rather than the oldest fuse across all fuseboxes
2 Months Ago
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
2 Months Ago
Fixed holding [USE] to open the sculpture editor drawing an unintended line on the structure as it opens
2 Months Ago
Fix tile bounds height being too larged when passed to create heightfield
2 Months Ago
Adjust calf walk speed to 0.58
2 Months Ago
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
2 Months Ago
Fix potential exception
2 Months Ago
adjust push velocity for short time after sculpture edit
Rin
2 Months Ago
merge from CollaredShirt0
2 Months Ago
Merge from main
2 Months Ago
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
2 Months Ago
overlap censor bounds to avoid nasty visible grid
2 Months Ago
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
2 Months Ago
Adding second loop for master key
2 Months Ago
Cleanup unused variables and redundant comments
Rin
2 Months Ago
Adjusted heavy fuse spawn rate to be more common
2 Months Ago
merge from satellite_crash
2 Months Ago
Moved fuel counts to convars
2 Months Ago
Cache PowergridToggle components distance to the powerplant Minor update for powergrid help convars
2 Months Ago
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2 Months Ago
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2 Months Ago
merge from main
2 Months Ago
Merge from recyclebin_storage
2 Months Ago
Merge from main
2 Months Ago
Merge from PMM
2 Months Ago
Add grazing behaviour Animal will look for Field/Forest/Forestside, move there and graze for a random period of time Hooked up idle clips
2 Months Ago
Add age enum to livestock animals Add milk interaction for cows, only for adults Just gives an apple for now
2 Months Ago
Mark Electrical_fuse_box_B_COL r/w
2 Months Ago
Fixed inventory limit rules on modular cars
2 Months Ago
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
2 Months Ago
Compile fix
Rin
2 Months Ago
merge from PlayerMaintainedMonuments/powergrid
2 Months Ago
Merge from rustnav_draw_fix
Rin
2 Months Ago
Removed survivor pie from supermarket freezer
2 Months Ago
Merge from main
2 Months Ago
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