reporust_rebootcancel

144,333 Commits over 4,444 Days - 1.35cph!

45 Minutes Ago
Merge: from tovector3_parse_format_fix - Bugfix: fixes ToVector3 parsing bugs for various spacing configurations of Vec3, added unit tests to cover it Tests: ran unit tests, checked F3 modes camera offset is correct and spawned entities appear where expecte
54 Minutes Ago
Bugfix: StringView.ToVector3 - trim off both whitespaces and , Tests: StringView and Command unit tests pass
58 Minutes Ago
Update: add a couple more test cases to ToVector3 unit test Tests: still fails, as expected
1 Hour Ago
New: add Facepunch.UnityEngine.Tests assembly - added StringView.ToVector3 unit test Currently fails, as reported Tests: ran unit test, fails as expected
1 Hour Ago
Support multiple inventories being added to the reclaim contents
1 Hour Ago
Merge: from main
1 Hour Ago
Added support for taking over a shop if you can pay twice the fee
3 Hours Ago
Compile fixes
3 Hours Ago
First pass on rentable shop ownership prompt
4 Hours Ago
Added support for hunting trophies to store the skin of clothing items
4 Hours Ago
Merge from main
4 Hours Ago
Better fix for player restting to standing, always set state to sitting if poseType is set to true
4 Hours Ago
m16 sounds
4 Hours Ago
Improve realtime hole updates in editor Fix issues with commandbuffers not being recreated when toggling enabled
5 Hours Ago
Fixed player sometimes reverting to standing briefly when rapidly cycling through items while mounted to something
6 Hours Ago
Don't apply if we have an active clothing offset
Today
Store terrain hole mesh primitives and materials in terrain config Split terrain hole renderer buffer creation from OnEnable
Today
Applied a very small offset to the holster position (0.03f on y) for guns mounted on the back if the player is female
Today
Fix ballistic and BDU clothing missing from conveyor filters
Updated prop renderer transforms for workshop gloves
Today
deleted blockout mesh in folder
Today
1p and 3p attachment positional updates
Today
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Turret uses burst fire if attached gun is forced to use burst fire mode
Fixed egg suit's wrong orientation in paint mode
Today
Fix electric furnace reskin not preserving attached storage adaptors Re-enable PreserveChildrenWhenReskinning but manually kill the child io entity so it gets recreated
Today
Fix a IOEntity.Reskin_Restore NRE when reskinning to paintable window
Today
Converted ceiling light, smart switch, fuse
Today
merge from main
Today
merge from excavator_light_fix
Today
Fix static SimpleLight broken material on LOD1, further fix plight.backup.off S2P both oil rigs, sewer branch, harbor 1, excavator
Today
Cobalt Statue - Minor texture and material edits (concrete pedestal)
Today
shadow fix's for new anim content
Today
move scoring to in-world screen to prepare for chalkboard, scoreboard working for 1p and 2p games, - refactored to keep track of scores per turn, for better easier handling on scoreboard and coming in/out of network range fixes to 2player games - no longer have to wait for both players to register to the game, only 1 is needed. - 1st player takes their turn, then the next player to mount registers as 2nd player and takes their turn afterwards - fixed nonregistered players being able to play/mount, and added convar for being able to play 2p against yourself (for debugging) - various other fixes
Today
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Today
Removed non HeldEntity error log from ItemModEntity::OnRemove, we have a few legit non HeldEntity using this (weapon attachments)
Today
merge from main
Today
Setup Keyboard Folder Structure Imported Keyboard Viewmodel and Textures Setup Keyboard Materials and Viemodel FBX
Today
merge from pool_analyzer_non_caching_methods
Today
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Today
Update Rust.CodeAnalyzer again - switched the way methods are marked to an attribute [PoolAnalyzerNonCaching] Mark all RPC method overloads with it Update Rust.SourceGenerator.Rpc to add it to the autogenerated RPC methods too
Today
Clean: remove NetWrite.BytesWithSize(byte[]...) overloads Tests: editor compiles
Today
Clean: remove acouple obsolete things - Get rid of IStreamReader/Writer - they're not used anywhere - get rid of NetWrite.Bytes(byte[]) overload - superceded by Bytes(ReadOnlySpan<byte>) Tests: editor compiles
Today
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