137,113 Commits over 4,474 Days - 1.28cph!

2 Years Ago
applied brake material colour changing across lods
2 Years Ago
Added damage masks for the pedal bikes
2 Years Ago
All bikes feeling decent to drive, no more speed wobbles. Tweaked various other parameters also.
2 Years Ago
better brake light and tail light colours
2 Years Ago
unbroke the brakes
2 Years Ago
twitch drops
2 Years Ago
Increased pitch stability val
2 Years Ago
better tail lights especially on lods
2 Years Ago
Weekly skin renders
2 Years Ago
Merge from main
2 Years Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
2 Years Ago
Fixed crate_tools mesh incorrect rotation
2 Years Ago
2 Years Ago
Fixed team UI and some first person spectate NRE's while spectating a player in a demo
2 Years Ago
Lowered the explosion force multiplier on all bikes to 40 (was 400)
2 Years 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
2 Years Ago
Merge Bikes -> main. Improves driving physics and adds improved spawn point system.
2 Years Ago
Merge DrivingImprovement -> Bikes
2 Years Ago
Minor edit
2 Years Ago
Merge from travelling_vendor/dynamic_vendor_pricing
2 Years Ago
Fix out of date codegen
2 Years 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)
2 Years Ago
Parameter tweaks, testing all bikes
2 Years 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
2 Years 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
2 Years Ago
Fixed incorrect procmap spawner prefab setup
2 Years Ago
travelling vendor sounds
2 Years 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
2 Years Ago
Thank you to everyone who has supported Rust over the past 10 years and 100,000 commits. Here's to 100,000 more!
2 Years Ago
🥂9️⃣9️⃣9️⃣9️⃣9️⃣ Pedal trike: Fixed non-local clients still using the hand IK when holding items
2 Years Ago
Merge from bikes/spawning
2 Years 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
2 Years Ago
S2P the above monuments
2 Years Ago
Working on improving bike driving on roads and terrain
2 Years 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)
2 Years 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
2 Years Ago
Merge Bikes -> main
2 Years 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
2 Years Ago
Merge Bikes -> main
2 Years Ago
Revert subtractions of bike merges from yesterday
2 Years Ago
Minor damage threshold tweaks
2 Years Ago
Damage edit
2 Years Ago
Driving fixes etc
2 Years Ago
Light additions.
2 Years Ago
Collision damage tuning, stop dying to every little thing
2 Years Ago
Bike power edit + steering edit
2 Years Ago
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
2 Years Ago
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2 Years Ago
positioned rightiside screen and keypad correctly
2 Years Ago
One weird trick to improve bike jitter (lock z rotation) + additional tweaks