139,311 Commits over 4,474 Days - 1.30cph!

5 Days Ago
Disable read/write on regular FuseBoxB mesh, was supposed to be on the collision mesh
5 Days Ago
Change min region size to meters, include oom logs
5 Days Ago
Merge from PlayerMaintainedMonuments
5 Days Ago
Merge from main
5 Days Ago
Fix for powerplant steam being visible when it shouldn't S2P powerplant
5 Days Ago
Remove old placeholder explosion/effect, use new one.
5 Days Ago
Update: update CodeAnalyzer with support for PoolAnalyzerGetWrapperAttribute - tag NetRead.Proto and ProtoDelta with it Tests: editor compile shows 4 pooling errors
5 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
5 Days Ago
Fix oldest heavy fuse in every powerplant fusebox being deteriorated rather than the oldest fuse across all fuseboxes
5 Days Ago
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
5 Days Ago
Fixed holding [USE] to open the sculpture editor drawing an unintended line on the structure as it opens
5 Days Ago
Fix tile bounds height being too larged when passed to create heightfield
5 Days Ago
Adjust calf walk speed to 0.58
5 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
5 Days Ago
Fix potential exception
5 Days Ago
adjust push velocity for short time after sculpture edit
Rin
5 Days Ago
merge from CollaredShirt0
5 Days Ago
Merge from main
5 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
5 Days Ago
overlap censor bounds to avoid nasty visible grid
5 Days Ago
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
5 Days Ago
Adding second loop for master key
5 Days Ago
Cleanup unused variables and redundant comments
Rin
5 Days Ago
Adjusted heavy fuse spawn rate to be more common
5 Days Ago
merge from satellite_crash
5 Days Ago
Moved fuel counts to convars
5 Days Ago
Cache PowergridToggle components distance to the powerplant Minor update for powergrid help convars
5 Days Ago
merge from main
5 Days Ago
Merge from recyclebin_storage
5 Days Ago
Merge from main
5 Days Ago
Merge from PMM
5 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
5 Days Ago
Add age enum to livestock animals Add milk interaction for cows, only for adults Just gives an apple for now
5 Days Ago
Mark Electrical_fuse_box_B_COL r/w
5 Days Ago
Fixed inventory limit rules on modular cars
5 Days Ago
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
5 Days Ago
Compile fix
Rin
5 Days Ago
merge from PlayerMaintainedMonuments/powergrid
5 Days Ago
Merge from rustnav_draw_fix
Rin
5 Days Ago
Removed survivor pie from supermarket freezer
5 Days Ago
Merge from main
5 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
6 Days Ago
Merge from debug_npcanimcontroller_alloc
6 Days Ago
Merge from rustnav_draw_fix
6 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
6 Days Ago
Merge from vine_tree_nav_fix
6 Days Ago
Merge from main
6 Days Ago
Saverestore adjustments Remove trailing "f" from convar default values and other places * Namely some shader parameter defaults (not sure if they are used tbh) Add note in code about what CWin32Surface is for Added map icons for new TF2 maps Make surface.PlaySound not be spatialized (ignore DSPs) * Basically disables map echo on UI sounds Added "Enable Stereo Enhancements" option to Audio options tab * This was previously only silently enabled if player chose "High" audio quality and "Headphones" Speaker Configuration Change Weapon_*.Empty soundscript channels * So the Empty sounds don't interfere with firing sounds or the reload sounds Update light origin on some PHX train track models * Basically a trial run for a Sandbox tool to do this fast, 150 models changed Added Hacked Manhack to spawnmenu
6 Days Ago
merge from airfield_maintainble_features