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126,619 Commits over 4,109 Days - 1.28cph!

2 Months Ago
Reduce time that Bee Master Swarms stick around. Reduce time that Bee Swarms stick around.
2 Months Ago
bee_spawnrate_reduction -> main
2 Months Ago
Reduce Beehive spawn rate to 20% (down from a much higher amount)
2 Months Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
2 Months Ago
More test code
2 Months Ago
main -> syncvars
2 Months Ago
Quit dialog, Rust Plus view and LimitedSkins Overlay
2 Months Ago
Added swap seats binds to the options menu
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
merge from new_silencers
2 Months Ago
Oil can and soda can silencer have a slight reduction in projectile damage and velocity compared to military silencer, effective at mid-close range
2 Months Ago
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
2 Months Ago
Add vertex color to binned vertex data; fixing wind and displacement parameters
2 Months Ago
Added debug.conveyorStrictModeReport convar, prints out the location of all conveyors currently in strict mode
2 Months Ago
Merge from industrial_perf_improvements
2 Months Ago
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
2 Months Ago
Fixed industrialTransferStrictTimeLimits not working in builds
2 Months Ago
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
2 Months Ago
Merge from main
2 Months Ago
Merge from phone_qol
2 Months Ago
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
2 Months Ago
Temperate biome settings. Arid tweaks to compensate.
2 Months Ago
Made both new silencers more common so they will show up in some loot
2 Months Ago
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
2 Months Ago
Fix strings not parsing correctly in the receive code. Net read strings take an argument (needs to be supported on our end)
2 Months Ago
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
2 Months Ago
Arid biome Jungle tweaks to match
2 Months Ago
Hook up new shadow proxies
2 Months Ago
Added new binds to swap seats in vehicles - CTRL + 1 -> driver seat - CTRL + 2 -> seat 2 - etc (will be bindable the controls menu)
2 Months Ago
Properly handle error messages Display more information when something goes wrong Show postive/negative error logs as green and red
2 Months Ago
Autoexposure & related tweaks.
2 Months Ago
First set of code cleanup on the new weaving solution Split everything off into smaller areas Injection simplification Seperate build/editor dependency logic
2 Months Ago
merge from neonsigns_newinputs
2 Months Ago
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 Months 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 Months 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 Months Ago
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2 Months Ago
Kapok b and c shadowproxies and setup
2 Months Ago
Added three spawnable grass displacement volumes of varying size (cinematic or modded servers)
2 Months 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 Months Ago
Enabled Static floor heater (in monuments) now has a heat source S2P Oilrig, Oilrig small, rad town
2 Months Ago
Beehives craft now require sheet metal
2 Months Ago
Burlap gloves now offer small amount of bullet protection
2 Months Ago
Changed Waterpump protection to metal and increased HP
2 Months Ago
Chicken coop crafting coat increased - now requires 1 rope and 75 metal fragments
2 Months Ago
Wooden Barricade stacksize reduced to 5 from 10
2 Months Ago
Honeycomb stack size reduced from 100 to 20
2 Months Ago