111,667 Commits over 3,928 Days - 1.18cph!
Merge Bikes -> main. Improves driving physics and adds improved spawn point system.
Merge DrivingImprovement -> Bikes
Merge from travelling_vendor/dynamic_vendor_pricing
Lowered default maximum price and starting surcharge to 200% (so double the initial price)
Added total lifetime sales and intervals to printAllPriceChanges
Added npcvendingmachine.PriceIncreaseAmount/PriceDecreaseAmount convar to control how quickly the price moves up and down (by default increases 10% and decreases by 5%, used to be 5% both ways)
Parameter tweaks, testing all bikes
Fix items rounding down to 0 cost if they had a 50% discount and were only 1 scrap to begin with (RIP free pickles), the minimum cost of an item will always be 1 scrap
Consolidated all of the rounding and clamping to a single method in VendingMachine for easier management of issues like this
Having an extra subclass for the sidecar bike was a bad idea, because now the prefab variant can't automatically carry across the values when its parent is changed. Switch back to having only one Bikes class
Fixed incorrect procmap spawner prefab setup
Rewrote the bike PD controller code into a new PID version with a much more stable derivative. Now easier to keep the bike from oscillating. Adjusted all values
Thank you to everyone who has supported Rust over the past 10 years and 100,000 commits. Here's to 100,000 more!
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Pedal trike: Fixed non-local clients still using the hand IK when holding items
Merge from bikes/spawning
Added an extra randomisation pass when selecting a spawn point
Lowered all bike default population values to 1, results in 16 motorbikes and 20 pedal bikes on a 3.5k server
Working on improving bike driving on roads and terrain
Adding motorbike spawn points:
3x in the hangars at airfield
1x on the side of the supermarket, near the pay phone
1x in satellite dishes near the shack
1x in the parking lot with the overhang in train yard
1x next to the foklift in the mining warehouse
2x underneath the two storey building at water treatment and 1x behind the restricted roller doors (water treatment already had one outside the roller doors, that remains)
5x scattered around junkyard and 2x in the car park
1x next to the concrete wall of the big power sub station
No S2P's, will do that in a separate commit (scene conflicts are dangerous right now)
Rework bike and motorbike spawning
Now controlled by three convars: Bike.pedalRoadsidePopulation, Bike.pedalMonumentPopulation, Bike.motorbikeMonumentPopulation
Monument population convars use a new ConvarControllerSpawnPointPopulation controller that applies the same population/server size scaling but only allows spawning at specific spawn points
Merge from traveling_vendor_cinematic_materials
Merge from traveling_vendor_cinematic_materials
- Return to Continuous Dynamic collision for bikes, looks like Speculative was the main cause of "bouncing"
- Adjusted all driving physics, changing collision mode seems to affect it quite a lot
Revert subtractions of bike merges from yesterday
Minor damage threshold tweaks
Collision damage tuning, stop dying to every little thing
Bike power edit + steering edit
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
positioned rightiside screen and keypad correctly
One weird trick to improve bike jitter (lock z rotation) + additional tweaks
lods, emissive on atlassed lods 3 and 4, trying to get lights working
Merged Travelling Vendor -> Main
Brought back 4 wheel braking
Minor code cleanup
Tree kill fixed
Vendor now destroys any builldings on the road. Won't affect normal gameplay, but will allow it to work on modded servers that allow building placement on roads.
Remove PedalTrike kickstand
Exhaust FX change. Show some exhaust FX all the time
- Removed overengineered steering system. Pure pursuit seems to be the GOAT
- Look ahead multiple points rather than just 1
- Removed excess logs