reporust_rebootcancel

136,237 Commits over 4,474 Days - 1.27cph!

1 Hour Ago
merge from PlayerMaintainedMonuments
1 Hour Ago
merge from airfield_maintainable_features
1 Hour Ago
added maintainables to scene + S2P
1 Hour Ago
fixed up prefabs moved maintainables into proper place in monument (WIP placement)
1 Hour Ago
Fix item ownership not applying to items looted from containers if a player partially loots it then the loot refreshes afterwards - avoids guns and armor very rarely appearing on servers with no ownership
1 Hour Ago
Print errors in the rust editor when RealmedRemove detects an object in "doNotRemoveFromClient" that isn't parented to the same object and therefore won't be protected from removal - show in editor instead of automated tests so these are noticed during development instead of needing to wait for it to be merged to staging
1 Hour Ago
merge from fix_realmed_remove_warning -> main
1 Hour Ago
merge from fix_apartment_loot_hallway -> main
2 Hours Ago
Merge from PlayerMaintainedMonuments/powergrid
2 Hours Ago
2 Hours Ago
Merge from PlayerMaintainedMonuments
2 Hours Ago
Editor OnValidate error log if LodComponent is unassigned on MonumentBlocker
3 Hours Ago
gamesroom shotgun trap - textured updated - game model updated
3 Hours Ago
Fix issues with barrel blockers preventing play mode when they are in the scene
3 Hours Ago
merge from PlayerMaintainedMonuments
3 Hours Ago
Merge from PlayerMaintainedMonuments
3 Hours Ago
Manifest
3 Hours Ago
Fix borked proto merge, run codegen, now compiles
3 Hours Ago
Player enabled FX.
3 Hours Ago
keyboard prefab setup updates
4 Hours Ago
Update: ensure BaseEntities with networkEntityScale can be saved in MT - added GetLocalScaleMT + unit tests - increased TestMTSave(BaseEntity) coverage Tests: ran unit tests - 219 pass/425 fail
4 Hours Ago
Bugfix(tests): rewrite test proto comparison to use serialized buffers Was naive to hope NUnit would fall back to reflection-based Equals for objects. Tests: ran TestMTSave(BaseEntity) - it passes (though there's 1 branch that's not covered, gotta fix)
4 Hours Ago
Merge from main
4 Hours Ago
initial iteration of a push/pull sculpting tool that's working by smoothstepping existing data, allows you to very smoothly sculpt in a way that feels more like clay modelling than shape-stamping
4 Hours Ago
merge from fix_apartment_race_purchase -> main
4 Hours Ago
Fix apartment vendor not showing "sorry, we ran out of those rooms, please pick another" if two players go through the conversation options and try to rent the last room at the same time
4 Hours Ago
Added windows server console history (using the up / down arrows) Added console.consolehistorysize (defaults to 200) + codegen https://files.facepunch.com/raul/1b1011b1/10_17-38-OddBovine.mp4
4 Hours Ago
Fix powerplant fuse condition loss not using tick deltatime
4 Hours Ago
Cow lean animations for the 3 main cycles
4 Hours Ago
PowergridToggle now only toggles on/off based on how far (distance) a powergrid stage update has reached. Allows for powergrid on/off effects to be toggled in a nice looking sequence rather than all at once Add convars for tuning how fast powergrid stage updates should happen
4 Hours Ago
Stripped out ConsoleInput from the client
4 Hours Ago
Update: add GetNetworkTime(ThreadSafeTime) overload Going to use it to gradually convert entity saving code (instead of modifying all 40 callsites from the get go) Tests: ran unit test for BaseEntity - no longer complains about scripting API, but thinks outputs differ
4 Hours Ago
merge from gas_station_maintainables
4 Hours Ago
Update: Convert BaseNetworkable.GetNetworkPosition/Rot to use GetLocalPosMT/RotMT - every BaseEntity now caches it's TransformHandle on spawn Only active when UsePlayerJobs >= 4 Tests: ran unit tests (now fails further). spawned a boat on craggy and sailed for a bit - no replication issues.
4 Hours Ago
triangle ladder hatch icon
5 Hours Ago
static small generator prefab, for around back of the gas station
5 Hours Ago
Finalized powerplant base lighting.
5 Hours Ago
added maintainables to scene + S2P
5 Hours Ago
fixed up gas station car lift added placeholder sound events smoothed out movement of lift on clients dont show "edit car" unless there's a car on it reworked prefabs after changes, with accurate placements in scene
5 Hours Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
5 Hours Ago
Fix shader error in Core/Skin
5 Hours Ago
halving quantized max value for stored data, big quality improvement
5 Hours Ago
game_room_dlc -> main
5 Hours Ago
Fix double navmesh on tropical island 1
Today
Update: Implement GetLocalPosMT and GetLocalRotMT that can bypass unity scripting restrictions - added unit tests These are dangerous and can only be used if it's known that there's no other overlap with transform hierarchy changes. WIll be slower than TransformHandle read in editor/staging, but should be similarly fast in release Tests: ran unit tests
Today
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
Today
Fix oilrigs and tutorial islands navmesh not working with new system
Today
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
Fix dodgy prevent building area