136,845 Commits over 4,444 Days - 1.28cph!

1 Year Ago
Minor edit
1 Year Ago
Merge from travelling_vendor/dynamic_vendor_pricing
1 Year Ago
Fix out of date codegen
1 Year Ago
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)
1 Year Ago
Parameter tweaks, testing all bikes
1 Year Ago
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
1 Year Ago
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
2 Years Ago
Fixed incorrect procmap spawner prefab setup
2 Years Ago
travelling vendor sounds
2 Years Ago
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
2 Years Ago
Thank you to everyone who has supported Rust over the past 10 years and 100,000 commits. Here's to 100,000 more!
2 Years Ago
🥂9️⃣9️⃣9️⃣9️⃣9️⃣ Pedal trike: Fixed non-local clients still using the hand IK when holding items
2 Years Ago
Merge from bikes/spawning
2 Years Ago
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
2 Years Ago
S2P the above monuments
2 Years Ago
Working on improving bike driving on roads and terrain
2 Years Ago
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)
2 Years Ago
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
2 Years Ago
Merge Bikes -> main
2 Years Ago
- 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
2 Years Ago
Merge Bikes -> main
2 Years Ago
Revert subtractions of bike merges from yesterday
2 Years Ago
Minor damage threshold tweaks
2 Years Ago
Damage edit
2 Years Ago
Driving fixes etc
2 Years Ago
Light additions.
2 Years Ago
Collision damage tuning, stop dying to every little thing
2 Years Ago
Bike power edit + steering edit
2 Years Ago
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
2 Years Ago
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2 Years Ago
positioned rightiside screen and keypad correctly
2 Years Ago
One weird trick to improve bike jitter (lock z rotation) + additional tweaks
2 Years Ago
lods, emissive on atlassed lods 3 and 4, trying to get lights working
2 Years Ago
Merged Travelling Vendor -> Main
2 Years Ago
Brought back 4 wheel braking Minor code cleanup Tree kill fixed
2 Years Ago
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.
2 Years Ago
Remove PedalTrike kickstand
2 Years Ago
Exhaust FX change. Show some exhaust FX all the time
2 Years Ago
- Removed overengineered steering system. Pure pursuit seems to be the GOAT - Look ahead multiple points rather than just 1 - Removed excess logs
2 Years Ago
added license plate props. more fixes to storage warehouse.
2 Years Ago
merge from runtime_profiling_entity_csv -> main
2 Years Ago
Fixed brake lights again
2 Years Ago
Enable waiting again - oops!
2 Years Ago
Clear material properties block before setting colour
2 Years Ago
Switch from multiple bools for tracking invokes to a single int 0 = off 1 = total execution of invokes per frame 2 = execution time per type of invoke per frame
2 Years Ago
Reimplement detailed entity profiling that was lost instead of stashed Change to single int to describe entity profiling mode 0 = off 1 = count spawned per frame 2 = count per type of entity spawned per frame 3 = count per type of entity across server every 5 minutes Reset all profiling measurements on the first frame profiling is enabled - fixes some stats counting incredibly high
2 Years Ago
vm frontier hatchet - added bones for beads & tassel
2 Years Ago
Fixed util.DecalMaterial to actually work TTT: Updated localization files (Community Contribution) Fixed vrad not writing light flags to the BSP Fixes "Cast entity shadows" option in Hammer to not working. Also added info to the hammer option about how to properly make it work.
2 Years Ago
additional profiling, a few quick wins on performance
2 Years Ago
Added "Secondary Detail Layer" to standard terrain blend shader