139,114 Commits over 4,474 Days - 1.30cph!

Yesterday
GetExtrapolationTime tweak
Yesterday
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
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Disable read/write on regular FuseBoxB mesh, was supposed to be on the collision mesh
Yesterday
Change min region size to meters, include oom logs
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from main
Yesterday
Fix for powerplant steam being visible when it shouldn't S2P powerplant
Yesterday
Remove old placeholder explosion/effect, use new one.
Yesterday
Update: update CodeAnalyzer with support for PoolAnalyzerGetWrapperAttribute - tag NetRead.Proto and ProtoDelta with it Tests: editor compile shows 4 pooling errors
Yesterday
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
Yesterday
Fix oldest heavy fuse in every powerplant fusebox being deteriorated rather than the oldest fuse across all fuseboxes
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