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137,488 Commits over 4,474 Days - 1.28cph!

7 Days Ago
GetExtrapolationTime tweak
7 Days Ago
Bugfix: fixup pooling errors in 4 places - 2 in WireTool, BaseAIBrain and CommunityEntity - added a bunch of PoolAnalyzerNonCachingAttribute to BaseAIBrain calls working on proto types Noticed 2 cases where analysis escape didn't trigger like it should've Tests: none, trivial changes
7 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
7 Days Ago
Disable read/write on regular FuseBoxB mesh, was supposed to be on the collision mesh
7 Days Ago
Change min region size to meters, include oom logs
7 Days Ago
Merge from PlayerMaintainedMonuments
7 Days Ago
Merge from main
7 Days Ago
Fix for powerplant steam being visible when it shouldn't S2P powerplant
7 Days Ago
Remove old placeholder explosion/effect, use new one.
7 Days Ago
Update: update CodeAnalyzer with support for PoolAnalyzerGetWrapperAttribute - tag NetRead.Proto and ProtoDelta with it Tests: editor compile shows 4 pooling errors
7 Days Ago
Fix old tile remaining after failed tile rebuild, which will cause it to exist in native but not in managed, and be ignored by saves
7 Days Ago
Fix oldest heavy fuse in every powerplant fusebox being deteriorated rather than the oldest fuse across all fuseboxes
7 Days Ago
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
7 Days Ago
Fixed holding [USE] to open the sculpture editor drawing an unintended line on the structure as it opens
8 Days Ago
Fix tile bounds height being too larged when passed to create heightfield
8 Days Ago
Adjust calf walk speed to 0.58
8 Days Ago
puzzle zoo test update. fixed some connections (set input & output slots from 0 to 1 ) and got ris of the electric part connected to the kinetic puzzle
8 Days Ago
Fix potential exception
8 Days Ago
adjust push velocity for short time after sculpture edit
Rin
8 Days Ago
merge from CollaredShirt0
8 Days Ago
Merge from main
8 Days Ago
Fix terrain holes when toggling RRP by switching materials Fix foliagegrid when holeMap is unavailable Add distance check for hole mask sampling Remove redundant interpolator from terrain shader
8 Days Ago
overlap censor bounds to avoid nasty visible grid
8 Days Ago
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
8 Days Ago
Adding second loop for master key
8 Days Ago
Cleanup unused variables and redundant comments
Rin
8 Days Ago
Adjusted heavy fuse spawn rate to be more common
8 Days Ago
merge from satellite_crash
8 Days Ago
Moved fuel counts to convars
8 Days Ago
Cache PowergridToggle components distance to the powerplant Minor update for powergrid help convars
8 Days Ago
merge from main
8 Days Ago
Merge from recyclebin_storage
8 Days Ago
Merge from main
8 Days Ago
Merge from PMM
8 Days Ago
Add grazing behaviour Animal will look for Field/Forest/Forestside, move there and graze for a random period of time Hooked up idle clips
8 Days Ago
Add age enum to livestock animals Add milk interaction for cows, only for adults Just gives an apple for now
8 Days Ago
Mark Electrical_fuse_box_B_COL r/w
8 Days Ago
Fixed inventory limit rules on modular cars
8 Days Ago
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
8 Days Ago
Compile fix
Rin
8 Days Ago
merge from PlayerMaintainedMonuments/powergrid
8 Days Ago
Merge from rustnav_draw_fix
Rin
8 Days Ago
Removed survivor pie from supermarket freezer
8 Days Ago
Merge from main
8 Days Ago
Rework nav display entirely Player now gets a list of all nav tiles in range adds them to a list, sends a max of 5 tiles per tick (controlled by RustNav.drawTileBudget convar) Entirely eliminates server cost if the player is not moving (as no new tiles will be sent) Reduces outgoing bandwidth to a configurable amount, regardless of surrounding tile density
8 Days Ago
Merge from debug_npcanimcontroller_alloc
8 Days Ago
Merge from rustnav_draw_fix
8 Days Ago
Only send a quarter of the nav mesh each call when rustnav.draw is enabled Cycle the quarter clockwise around the player, so it takes a little more time to get the full navmesh but we're sending 1/4 of the data each tick Should fix the bandwidth saturation issues and reduces the cost per tick from 100ms to 25ms
8 Days Ago
Merge from vine_tree_nav_fix
8 Days Ago
Merge from main