reporust_rebootcancel

153,897 Commits over 4,536 Days - 1.41cph!

18 Minutes Ago
Rename some gamepad binds to action names not physical button names, for consistency.
25 Minutes Ago
Add new bind command for gamepad defaults. Fixes regular binds not correctly reseting to defaults when no mouse/keyboard is bound, if a gamepad button is also bound to that key. Update keys_default
31 Minutes Ago
foliage deformation experimental modes 0: invalidate cell and re-place foliage 1: acts as foliage displacement with convar for displacement/depth mod 2: acts as a mask to remove foliage from deformed areas
32 Minutes Ago
Squirrel animation content updates
35 Minutes Ago
dairy metal churn container (may not be used but it's available any time, just give me a call)
45 Minutes Ago
Merge from bindrefactor
1 Hour Ago
Refactor two separate bind registration locations into one.
1 Hour Ago
Revert guid of Assets/Rust.Ai/Agents/Sheep/Model/Sheep.fbx Quick and dirty rehook of most sheep stuff that I can see, verified sheep walks around, attacks me and dies as expected in editor
1 Hour Ago
Upgrade SMAA in-place to SMAA T2x
1 Hour Ago
Fixed battering ram flaky tests
2 Hours Ago
spacing/line fixes
3 Hours Ago
Disable debug overlay by default
3 Hours Ago
Merge from main
3 Hours Ago
client handling terrain deformations in the clipmap render - writes a mask for deformed terrain and uses it to switch between procedural normals and pre-baked - culling bounds also extends down to cover max deformation on each cell - foliage grid invalidates per-cell for deformation, probably should mask it out or act as displacement though
4 Hours Ago
Updating frog rig
4 Hours Ago
update ik jobs to use safe playables
4 Hours Ago
Work on randomised room L so far (WIP and ongoing)
4 Hours Ago
Merge from main
5 Hours Ago
merge from automated_testing
5 Hours Ago
merge from main
5 Hours Ago
merge from main
5 Hours Ago
merge from main
5 Hours Ago
Merge from /skins
Today
Merge from main
Today
Possible StopMontage NRE fix
Today
Merge from market_terminal_power_fix
Today
Change the text on the market terminal to say No Power if the terminal is unpowered (can still be accessed to browse shops, it's just a visual change)
Today
Merge from asset_exclusion_tests
Today
Added a new ExcludeFromBundles asset label - if an asset has this label it will be removed during a build Marked battering_ram_hardware with this new tag - we use the rig version everywhere so it should be harmless to remove (and save 20mb on the client)
Today
Marked battering_ram_hardware as non r/w Contained the whole battering ram mesh with all LODS but we only used LOD3 of the head as a convex mesh collider, so we are paying 15mb of memory on the client and on the server
Today
Added support for hunting trophy to show cow, bull and sheep trophies Made a pass over the hunting trophy itself converting a bunch of stuff to LOD components, prefab is now a third smaller
Fix server browser gamemode filters showing inaccurate numbers and possibly mixing in other gamemodes that arent specified on your search
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Today
Fixed some missing beef links Fixed head dispenser pointing at wrong prefab Converted livestock pattern range into a scriptable object so we can use it on the trophy Fixed LivestockPatternTester running in builds
+ profiling
Dont call TryGetComponent 16 times a second
- Minor code cleanup - Codegen
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Today
Lamb and calf corpses no longer give any resources when killed, be nice to them
Today
Merge from honey_bandage_cleanup
Today
merge from main
Today
Removed all of the bandage duplicated assets in the honey bandage folder, the honey bandage just references the assets in the bandage folder anyway so none of this was used
Today
merge playable_fixes to main
Today
more null checks
Today
merge from main
Today
Fixed failing SpawnEntity_EntitySpawned tests leaking spawned entities and failing unrelated tests
Today
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Today
merge from fix_editor_logthread_nre -> main
Today
Add try catch to the OutputHandler so if an exception SOMEHOW happens it can't kill the process (since it runs in the finalizer thread)