194,087 Commits over 4,079 Days - 1.98cph!
Oil can and soda can silencer have a slight reduction in projectile damage and velocity compared to military silencer, effective at mid-close range
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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
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Add vertex color to binned vertex data; fixing wind and displacement parameters
Added debug.conveyorStrictModeReport convar, prints out the location of all conveyors currently in strict mode
Merge from industrial_perf_improvements
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
Fixed industrialTransferStrictTimeLimits not working in builds
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
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
Temperate biome settings.
Arid tweaks to compensate.
Made both new silencers more common so they will show up in some loot
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
Fix strings not parsing correctly in the receive code. Net read strings take an argument (needs to be supported on our end)
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
Arid biome
Jungle tweaks to match
Hook up new shadow proxies
Added new binds to swap seats in vehicles
- CTRL + 1 -> driver seat
- CTRL + 2 -> seat 2
- etc
(will be bindable the controls menu)
Properly handle error messages
Display more information when something goes wrong
Show postive/negative error logs as green and red
Autoexposure & related tweaks.
First set of code cleanup on the new weaving solution
Split everything off into smaller areas
Injection simplification
Seperate build/editor dependency logic
merge from neonsigns_newinputs
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
Added a 5 second countdown so the logging doesnt start straight away.
Changed the file directory path the CSV file is saved too. It should now be saved in "Steam\steamapps\common\Rust\Diagnostics".
Update: Allow user to control how big of a callstack to record when tracking allocations
- Defaults to 16, should be enough to track where in code it originates
- Updated description
- windows binary built with 1a176138 commit
Tests: used it on craggy. Discovered an issue with preceeding commit, but this change works as expected
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Kapok b and c shadowproxies and setup
Added three spawnable grass displacement volumes of varying size (cinematic or modded servers)
Optim: ProfielrExporter.Json - export now uses streaming compression
Avoids the need to allocate massive StringBuilder. Running watchallocs for 2 mins caused 3-4 GC collection events, instead of 1 during each export.
Tests: done a perfsnapshot and ran watchallocs for couple minutes
Enabled Static floor heater (in monuments) now has a heat source
S2P Oilrig, Oilrig small, rad town
Beehives craft now require sheet metal
Burlap gloves now offer small amount of bullet protection
Changed Waterpump protection to metal and increased HP
Chicken coop crafting coat increased - now requires 1 rope and 75 metal fragments
Wooden Barricade stacksize reduced to 5 from 10
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Honeycomb stack size reduced from 100 to 20
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SyncVars fully working with weaving.
Fixed incorrect stack for WriteSyncVar.
Fix malformed WriteSyncVar
Setter plumbed up to the correct entry logic for queueing/sending SyncVars
merge from hackweek_wiresnapping
Find queue/send method properly (search parent class)
Don't pass byte - cant append that OpCode unless its an int
Fixes when snapping from a port away from a wall
Use Cecil for SyncVar weaving.
Boostrap weaving on domain reload
Properly map depdency paths
Include unity modules
Better timing to avoid race conditions
Fixed pipes blocked in corners when snapping
Fixed heavy plate items not having pickup sounds
Cherry picking directional item dropping from a previous hackweek
Launchers and melee view model anim updates and added missing .viewmodel content