194,087 Commits over 4,079 Days - 1.98cph!

Yesterday
Oil can and soda can silencer have a slight reduction in projectile damage and velocity compared to military silencer, effective at mid-close range
Yesterday
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
Yesterday
Add vertex color to binned vertex data; fixing wind and displacement parameters
Yesterday
Added debug.conveyorStrictModeReport convar, prints out the location of all conveyors currently in strict mode
Yesterday
Merge from industrial_perf_improvements
Yesterday
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
Yesterday
Fixed industrialTransferStrictTimeLimits not working in builds
Yesterday
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
Yesterday
Merge from main
Yesterday
Merge from phone_qol
Yesterday
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
Yesterday
Temperate biome settings. Arid tweaks to compensate.
Yesterday
Made both new silencers more common so they will show up in some loot
Yesterday
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
Yesterday
Fix strings not parsing correctly in the receive code. Net read strings take an argument (needs to be supported on our end)
Yesterday
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
Yesterday
Arid biome Jungle tweaks to match
Yesterday
Hook up new shadow proxies
Yesterday
Added new binds to swap seats in vehicles - CTRL + 1 -> driver seat - CTRL + 2 -> seat 2 - etc (will be bindable the controls menu)
Yesterday
Properly handle error messages Display more information when something goes wrong Show postive/negative error logs as green and red
Yesterday
Autoexposure & related tweaks.
Yesterday
First set of code cleanup on the new weaving solution Split everything off into smaller areas Injection simplification Seperate build/editor dependency logic
Yesterday
merge from neonsigns_newinputs
Yesterday
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
2 Days Ago
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".
2 Days Ago
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
2 Days Ago
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2 Days Ago
Kapok b and c shadowproxies and setup
2 Days Ago
Added three spawnable grass displacement volumes of varying size (cinematic or modded servers)
2 Days Ago
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
2 Days Ago
Enabled Static floor heater (in monuments) now has a heat source S2P Oilrig, Oilrig small, rad town
2 Days Ago
Beehives craft now require sheet metal
2 Days Ago
Burlap gloves now offer small amount of bullet protection
2 Days Ago
Changed Waterpump protection to metal and increased HP
2 Days Ago
Chicken coop crafting coat increased - now requires 1 rope and 75 metal fragments
2 Days Ago
Wooden Barricade stacksize reduced to 5 from 10
2 Days Ago
Honeycomb stack size reduced from 100 to 20
2 Days Ago
2 Days Ago
SyncVars fully working with weaving. Fixed incorrect stack for WriteSyncVar.
2 Days Ago
Fix malformed WriteSyncVar Setter plumbed up to the correct entry logic for queueing/sending SyncVars
2 Days Ago
merge from hackweek_wiresnapping
2 Days Ago
Cleanup, fixes
2 Days Ago
Find queue/send method properly (search parent class) Don't pass byte - cant append that OpCode unless its an int
2 Days Ago
Fixes when snapping from a port away from a wall
2 Days Ago
Use Cecil for SyncVar weaving. Boostrap weaving on domain reload Properly map depdency paths Include unity modules Better timing to avoid race conditions
2 Days Ago
Fixed pipes blocked in corners when snapping
2 Days Ago
merge from main
2 Days Ago
Fixed heavy plate items not having pickup sounds
2 Days Ago
Cherry picking directional item dropping from a previous hackweek
2 Days Ago
Launchers and melee view model anim updates and added missing .viewmodel content