reporust_rebootcancel

135,634 Commits over 4,474 Days - 1.26cph!

1 Hour Ago
Added wallpapers support to the skin viewer
3 Hours Ago
Add Rubble on Barrels monument blocker stage meshes and colliders, gibs and prefabs still WIP/pending.
4 Hours Ago
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
4 Hours Ago
merge from cui_fadeout_fix
4 Hours Ago
Another potential fix to CUI fadeout Invoke not firing Reverted previous attempts
5 Hours Ago
Bugfix: ensure rendering camera is facing same direction as apt cctv camera Tests: rented 602, looked into it - more stuff rendered
Today
Founders Door - texture update, lods, icon
Today
Fix code files affected by the asset subtract
Today
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
Today
Merge: from main
Today
Clean: get rid of OcclusionCulling.DebugFilter We already had DebugMask that represented exactly the same Tests: compiles
Today
Update: expose more of OcclusionCulling debug - got rid of original culling.debug clientvar (superseded by debugmask which accepts a bitmask value) - added debugscreenbounds (shows screenspace bounds + resolved LOD of hiz chain) - added printstats Most of this was available in the editor, should make it easier to sus out the specific conditions of bugs Tests: used all on craggy
Codegen
Fix raid window convars not persisting after restart
Try doing it in post load
Today
Added materials for the Rubble on Barrels monument blockers
Today
merge from cui_fadeout_fix
Today
Possible fix for CUI fadeout not working
Today
Update: add debugshowoccluderid to help with filtering to specific occluder Tests: used on Craggy to look at boxes
Today
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
Today
Update: couple more debug features for OcclusionCulling debug DebugLookingAt will try to resolve LODComponent (but our entity hierarchies are wild, so it fails frequently), DebugRange limits which occluders are debugged Tests: used both to target props on Craggy
Today
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
Today
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands. The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
Today
Flare rig assigned materials update
Today
Updating flare mesh
Today
merge from main
Today
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
Today
merge from main
Today
Flare refresh animation 1st pass and set up for review
Fix StagedResourceEntity not being able to retrieve which meshes to use if the source asset has no auto generated LODGroup component Instead just use first found renderer as LOD0
Today
Entity setup for stacked desks blocker
Today
stacked desk entity backup (no mani update yet)
Today
Stacked tables WIP (reverted entity due to bug, will remake)
Today
merge form hatchet_fixes
Today
merge from barrel_deploy_fit_shelves
Today
merge from Lootpanel_Upkeeptext
Today
merge from softcore_changelog
Today
merge from masterkey_ownership_fix
Today
merge from spraycan_reskin_refactor
Today
merge from shops_vis_number
Today
merge from demo_compat_bricking_fix
Today
merge from pickup_monument_fix
Today
Adding g skin ak anims
Today
merge from main
Today
satellite control room, some polish to set dressing
Today
satellite crates updates
Today
merge from apartment_disconnect_teleport_fix
Today
merge from rentableshop_item_move_fix
Today
merge from rust_relay_server
Today
merge from master_key_despawn_time_increase