248,648 Commits over 3,928 Days - 2.64cph!

6 Months Ago
better tail lights especially on lods
6 Months Ago
Weekly skin renders
6 Months Ago
6 Months Ago
Merge from main
6 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
6 Months Ago
Fixed crate_tools mesh incorrect rotation
6 Months Ago
6 Months Ago
Fixed team UI and some first person spectate NRE's while spectating a player in a demo
6 Months Ago
Lowered the explosion force multiplier on all bikes to 40 (was 400)
6 Months Ago
Parent merge
6 Months Ago
Merge from main
6 Months Ago
Allow elevators to send their request signal even if they are blocked by vehicles, this allows the elevator to at least be able to open and close the door if it is blocked by a vehicle
6 Months Ago
Merge Bikes -> main. Improves driving physics and adds improved spawn point system.
6 Months Ago
Merge DrivingImprovement -> Bikes
6 Months Ago
Minor edit
6 Months Ago
Parent merge
6 Months Ago
Merge from main
6 Months Ago
Merge from travelling_vendor/dynamic_vendor_pricing
6 Months Ago
Fix out of date codegen
6 Months 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)
6 Months Ago
Parameter tweaks, testing all bikes
6 Months 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
6 Months 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
6 Months Ago
Fixed incorrect procmap spawner prefab setup
6 Months Ago
travelling vendor sounds
6 Months 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
6 Months Ago
Parent merge
6 Months Ago
Merge from main
6 Months Ago
Thank you to everyone who has supported Rust over the past 10 years and 100,000 commits. Here's to 100,000 more!
6 Months Ago
🥂9️⃣9️⃣9️⃣9️⃣9️⃣ Pedal trike: Fixed non-local clients still using the hand IK when holding items
6 Months Ago
Merge from bikes/spawning
6 Months 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
6 Months Ago
S2P the above monuments
6 Months Ago
Working on improving bike driving on roads and terrain
6 Months 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)
6 Months Ago
Scenes + asset backups
6 Months 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
6 Months Ago
Merge from traveling_vendor_cinematic_materials
6 Months Ago
Merge from traveling_vendor_cinematic_materials
6 Months Ago
Merge Bikes -> main
6 Months 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
6 Months Ago
Parent merge
6 Months Ago
Merge from main
6 Months Ago
Merge Bikes -> main
6 Months Ago
Revert subtractions of bike merges from yesterday
6 Months Ago
Minor damage threshold tweaks
6 Months Ago
VR: revert back to using grip pose because it's closer to what we want
6 Months Ago
Damage edit
6 Months Ago
Driving fixes etc
6 Months Ago
Playtesting tweaks