reporust_rebootcancel

137,386 Commits over 4,474 Days - 1.28cph!

Yesterday
Cleanup unused variables and redundant comments
Rin
Yesterday
Adjusted heavy fuse spawn rate to be more common
Yesterday
merge from satellite_crash
Yesterday
Moved fuel counts to convars
Yesterday
Cache PowergridToggle components distance to the powerplant Minor update for powergrid help convars
Yesterday
merge from main
Yesterday
Merge from recyclebin_storage
Yesterday
Merge from main
Yesterday
Merge from PMM
Yesterday
Add grazing behaviour Animal will look for Field/Forest/Forestside, move there and graze for a random period of time Hooked up idle clips
Yesterday
Add age enum to livestock animals Add milk interaction for cows, only for adults Just gives an apple for now
Yesterday
Mark Electrical_fuse_box_B_COL r/w
Yesterday
Fixed inventory limit rules on modular cars
Yesterday
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
Yesterday
Compile fix
Rin
Yesterday
merge from PlayerMaintainedMonuments/powergrid
Yesterday
Merge from rustnav_draw_fix
Rin
Yesterday
Removed survivor pie from supermarket freezer
Yesterday
Merge from main
Yesterday
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
Yesterday
Merge from debug_npcanimcontroller_alloc
Yesterday
Merge from rustnav_draw_fix
Yesterday
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
Yesterday
Merge from vine_tree_nav_fix
Yesterday
Merge from main
Yesterday
merge from airfield_maintainble_features
Yesterday
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
Yesterday
merge from game_room_dlc
Yesterday
prefab update in airfield scene + S2P
Yesterday
Fix pool "leave game" not working due to using the same reset game rpc, rename it to "cancel" Better icon + description Fix dartsgame phrase conflict Codegen, phrases
Yesterday
airfield fixes & updates - second fusebox is now gated behind powergrid stage 4 (this means you can't charge chinook call terminal unless stage 4 power) - added better indicators with flashing lights for charging stages - remove "mockups" from maintainable folder name - manifest
Yesterday
Crash impact.
Yesterday
merge from shieldonback
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
Merge: from fix_unitask_taskpool - Bugfix for not-thread-safe taskpool Tests: unit tests + booted into craggy with Jobs 4
Yesterday
Update: merge up to UnitTask/d239195 - Bugfix for buggy task pool returning dupes Tests: booted into craggy, unit tests
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Fixed collared shirt having 0 protection values
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from main
Yesterday
- Revert changes to recyclers outside safezones, keep duration boost at powergrid stage 4 - Add 2 new recyclers to outpost which have the same stats as regular non-safezone recyclers except these require powergrid stage 1 to use All still subject to change - Fix safezone recyclers getting boosted stats with the powergrid, this was bugged. Safezone recyclers are currently unchanged from before - Fix recycler stats updating immediately upon powergrid stage being changed rather than waiting to receive the change via the work queue S2P compound/outpost
Yesterday
bar stools - updated meta - reduced ao maps
Yesterday
pool table - removed duplicate colliders from art prefab - added art prefab to deployable prefab with MeshLOD setup - omitted LODGroup version from deployable - updated prefabs
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
scene with prefab updates + S2P for WTP monument
Yesterday
wtp maintainables fixes&updates - cant put water into pipes - fixed cant take water out of pipes through UI - gearbox switched to using Syncvar (cleaner) - gearbox fixed "" invoke - gearbox fixed double network update w flags - add ResetIOState for water pipe broadcaster - add max pressure convarable parameter to water tank, so you can increase pressure beyond the "water on" threshold - manifest - fixed collider on water spout of pipes - added a pipe to WTP monument, close to the spinner tank - increased max power output threshold of gearboxes to 150 - increased power throughput of gearboxes from 1power/s to 5power/s (less time standing around) - 3 -> 2 gearboxes at monument, one on top of main silo, one on ground - improved debugging command for water treatment tank logging - prevent pipes from spawning in areas they should not be (inside things, in monuments, railways, etc) - increased pipe frequency - tweaked pipe terrain generation
Rin
Yesterday
Initial heavy fuse loot pool
Yesterday
Master key first pass animations
Yesterday
Speed up new navmesh gen by x1.6 - optimize height and alpha terrain sampling to avoid redundant bounds check / deep sea / wrapping / dispatches, have terrain meshing work inplace on the buffers instead of using pooled vertex and index pooled lists - avoid using rust native list, it's not really pooled it just reallocates the internal native array everytime it's unpooled, use custom one (may be overkill, will check later if native array is good enough), bypass pooling these by using [ThreadStatic] buffers - replace cancellation tokens with lightweight tileCancellation classes just wrrapping volatile bool, we just need the object reference to act as a build version to avoid locks and stale results, tokens are massive if allocated per tile and add complexity, and a lot of features go unused