198,617 Commits over 4,140 Days - 2.00cph!

1 Year 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
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Thank you to everyone who has supported Rust over the past 10 years and 100,000 commits. Here's to 100,000 more!
1 Year Ago
🥂9️⃣9️⃣9️⃣9️⃣9️⃣ Pedal trike: Fixed non-local clients still using the hand IK when holding items
1 Year Ago
Merge from bikes/spawning
1 Year 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
1 Year Ago
S2P the above monuments
1 Year Ago
Working on improving bike driving on roads and terrain
1 Year 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)
1 Year Ago
Scenes + asset backups
1 Year 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
1 Year Ago
Merge from traveling_vendor_cinematic_materials
1 Year Ago
Merge from traveling_vendor_cinematic_materials
1 Year Ago
Merge Bikes -> main
1 Year 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
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Merge Bikes -> main
1 Year Ago
Revert subtractions of bike merges from yesterday
1 Year Ago
Minor damage threshold tweaks
1 Year Ago
Damage edit
1 Year Ago
Driving fixes etc
1 Year Ago
Light additions.
1 Year Ago
Collision damage tuning, stop dying to every little thing
1 Year Ago
Bike power edit + steering edit
1 Year Ago
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
1 Year Ago
▊█▍▆ ▇▄█▄▋█▋▌
1 Year Ago
positioned rightiside screen and keypad correctly
1 Year Ago
One weird trick to improve bike jitter (lock z rotation) + additional tweaks
1 Year Ago
lods, emissive on atlassed lods 3 and 4, trying to get lights working
1 Year Ago
Merged Travelling Vendor -> Main
1 Year Ago
Brought back 4 wheel braking Minor code cleanup Tree kill fixed
1 Year 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.
1 Year Ago
Remove PedalTrike kickstand
1 Year Ago
Exhaust FX change. Show some exhaust FX all the time
1 Year Ago
- Removed overengineered steering system. Pure pursuit seems to be the GOAT - Look ahead multiple points rather than just 1 - Removed excess logs
1 Year Ago
added license plate props. more fixes to storage warehouse.
1 Year Ago
merge from runtime_profiling_entity_csv -> main
1 Year Ago
Fixed brake lights again
1 Year Ago
Enable waiting again - oops!
1 Year Ago
Clear material properties block before setting colour
1 Year 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
1 Year Ago
▌▌▋▉▄▊ ▇▄▇▅▆▋▇▊▌█ ▍▇▇ ▍▄▆ ▅▄▊▌▌▍▄ ▅▆▅ ▌██▇▌
1 Year Ago
▋▊▍▋▆▅▉ ▄▌▊▇[] ▊▉▉▄ ▍▆▌▆▇▉▆▉, ▊▆▆█▉▍▍ ▌▅▆▇ ▄▆▉█ ▅▅▌█▌▌█▌ ▇▄▅▇▉▇▍ ▋▍ ▉▅▆ ▉▍▊▄ ▄▌▌▅ ▇▆▉ ▌█▌▋▅▉▄▇▊▆▇▍▇▇ ▉██▅█▇ ▉▄▆▌▅ █▌█▄▄ ▆▉ ▅▉▇▍▊ ▊▌ ▆▍▆▉▍▅▄▇ ▊██ █▍ ▌▌▍▋▅▍ ▉▊▋▊▇▊▄▌▋▋▄▊▋ ▌▇▆█ ▆▉▇▊
1 Year 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
1 Year Ago
vm frontier hatchet - added bones for beads & tassel
1 Year 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.
1 Year Ago
additional profiling, a few quick wins on performance
1 Year Ago
Added "Secondary Detail Layer" to standard terrain blend shader