reporust_rebootcancel

158,565 Commits over 4,566 Days - 1.45cph!

26 Minutes Ago
Fixed hole in lighthouse exterior mesh which was now visible with the window removed. Ran S2P.
26 Minutes Ago
Merge from main
46 Minutes Ago
Fix ice sculpture shader error
1 Hour Ago
Merge from main
1 Hour Ago
merge from bird_critters 🐦‍⬛
1 Hour Ago
merge from save290 - Staging wipe!
1 Hour Ago
Network ++ Save ++ Persistance ++
1 Hour Ago
Fix crowflock error, remove debug cube, manifest
1 Hour Ago
adding lots of props for underground medium train station
1 Hour Ago
merge from main
6 Hours Ago
ItemModEntity.playerOnlyEntityBeltOnly defaults to true
Today
Disable storagecontainer.canrequireauthifnolock in softcore
Today
Merge from boat_scientist_fix
Today
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)
Today
Update the eu_15 test data zip
Today
Fix angled walls sometimes picking the incorrect adjacent half height wall
Today
small wooden table; - gibs added - world model added - item updated - prefab updated
Today
Merge from main - need to add the uzi to the twitch drops render scene
Today
Fixed scientist spawned boats getting left behind once scientsts have been killed
Today
small wooden table; - lods added - prefab updated
Today
Batched meshes only recalculate UV0 distribution metric, UV1 are for lightmaps which we don't use Editor profiling, walking around the same big base: RendererCell.ApplyBatches ~4.5ms -> ~3.1ms
Today
Merge from main
Today
Fix "can't remove Light because RustAdditionalLightData" and Door-related AnimationEvent error spam
Today
small wooden table; - adjusted item name - prefab updated - icon updated - sitem created - ran manifest, localization, skins
Today
Show BoxColliderBake component in inspector Remove source asset id field, now expects a diret reference to the model asset Remove menu items
Today
Merge from prefab_hierarchy_flatten
Today
Merge from livestock_animals
Today
Stop processing nested entities twice, which was causing some doors (and possibly other things) to break
Today
Fixed shears world model not playing deploy animation (was playing fire instead)
Today
Attempt to make clearer what recessive genes are, by naming them explicitely in the UI and vendor instead of hinting at them
Today
Possibly fixed double firing shears sfx and missing attack event warnings
Today
Fix steam networking bug from only sending the last batch as Immediate - set every single batch as immediate on steam networking, only set last batch on raknet - fixes every packet waiting 5ms for nagle in steam networking
Today
Merge from main
Today
small games wooden table; - texture polish
Today
Optimised RendererGroup invalidation, only the combined mesh holding the block is switched back to separate renderers Editor profiling, walking around the same big base: slowest LOD switch ~2.5ms -> ~1ms
Today
merge from held_item_fixes
Today
Compile fix
Today
fix weapons aim while holding items and turning + melee head wobble when jogging. (move more code to HasHeldItemAnimations to work with subsystem held items)
Today
fix predict turn feet yaw being completely wrong in rowboats, use raw aim yaw instead.
Today
merge from fix_packet_capture_rustrelay -> main
Today
Fix packet capture writing packets sent to rust relay - intended to only capture player-facing traffic - can use convar `packet_capture_rust_relay` to enable capturing rust relay if you really want
Today
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Today
Fix edge links which have identical distances flipping based on what was placed first - make the tiebreak use the lower network ID so tests don't have to wonder about this small inconsistency
sprinkler_color_fix -> main
Fix radwater sprinklers spraying clear water for a moment when switched on Sprinkler now gets its container to adopt it before its On flag is networked, so the rad effect shows from the first frame
Today
Use a sparse grid for CullWhenInside so foundations changing only queues nearby bushes into the work queue Add some pool analyzer attributes
Today
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Today
Updated icon meta for garage door, box and charm (broke during merge i suppose)
Today
Premium Warhead Box - Added WIP conditional meshes for adaptors
Today
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