reporust_rebootcancel

140,139 Commits over 4,536 Days - 1.29cph!

2 Years Ago
Automate lighting group toggling for each item in the batch render process. Scripts for configuring and enabling/disabling per-item lighting rigs.
2 Years Ago
Switched from showing `KK` -> `M` for millions and `B` for billions Adding `--raw` to `print_memory` will print out the raw number counts instead of rounding them to thousands, millions or billions
2 Years Ago
Update: Migration to "unsafe" FreeUnmanaged - Interface Code This CL contains all cases where we call FreeUnmanaged with T : interface - this is dangerous because we don't know whether T is IPooled or not. If/when in the future we make FreeUnmanaged to skip invoking OnPoolEnter, this will lead to leaks/bugs. Tests: Built all targets.
2 Years Ago
Moved the oil rig prevent building volumes under the gameobject holding the MonumentInfo, so GetMonument does not return null and deploy volumes ignoring monument can work properly This fixes tin can alarms not deployable on oil rigs Also fixed the BBQ sitting in the water following the recent missing prefab fix S2P
2 Years Ago
Update: Migration to "unsafe" usage of FreeUnmanaged - Generic Code These cases are part of generic code that either provides containers/algos for other parts of logic or part of currently-dead code. They're unsafe because if they start getting used with T : IPooled, then in the future if/when we change Unmanaged to not check IPooled it might leak/bug out. Tests: Built all targets.
2 Years Ago
Merge from gameplay_analytics_convar -> main
2 Years Ago
lobster trap first pass
2 Years Ago
Tweaked and relaxed the not-inside checks to fix invalid placements on slopes
2 Years Ago
merge from tincan_alarm
2 Years Ago
Not deployable on harbor swing bridge and containers - Changed the swing bridge layer from 'World' to 'Vehicle Large' - Added a prevent building volume to the containers
2 Years Ago
Update: New CodeGenerator for Pool.FreeUnmanaged<MemoryStream> change * CodeGenerator built with a3cd77f3 from FreeList-Depr branch * This replaces all uses of Pool.FreeMemoryStream in Rust.Data/generated/ProtocolBuffers.Serializer.cs Tests: built all targets in editor.
2 Years Ago
Removed some spam now I've tracked down issues.
2 Years Ago
Found and fixed cause of repeat skin changes not working.
2 Years Ago
Update branding
2 Years Ago
Removed double dismountPositions loop in gizmo method
2 Years Ago
exported wolf run hit 2 anim
2 Years Ago
Wire not deployable on elevators
2 Years Ago
merge from main
2 Years Ago
merge from ragdoll_as_mountable
2 Years Ago
reworked ragdolling as a mountable
2 Years Ago
Fixed vehicles still colliding with the wire end collider
2 Years Ago
merge from motorbike_headlights
2 Years Ago
merge from patrolheli_fixes
2 Years Ago
merge from shipping_container_spraycan_fix
2 Years Ago
merge from homing_spectate_fix
2 Years Ago
merge from trainyard_wall_lod_fix
2 Years Ago
Added Boomerang low poly. Material and WIP Textures
2 Years Ago
Added Croc to hunting trophy, modified corpe prefab, changed Item definition in croc prefab.
2 Years Ago
enabled ppd on brick piles
2 Years Ago
Fixed a wall with incorrect LOD values in trainyard culling too early
2 Years Ago
Fixed homing missile launcher UI staying on screen if player is being spectated and the spectator changes target/goes into free cam
2 Years Ago
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled Start refactoring EventRecord.Submit() to static SubmitPoint() (so we can force use of uploader classes in future) Remove eventrecord blacklist (was used to stop uploading of frequent events) because it's not used and complicates code - if events are spammy we can remove them
2 Years Ago
Fix shipping container walls ColliderInfo component missing Opaque flag, preventing spray can sprays from working on them
2 Years Ago
Increase max zipline length to 185m (was 175m)
2 Years Ago
Fix sidecar bike pulling slightly to the right again
2 Years Ago
Give all bikes a bit more air control power
2 Years Ago
Make sidecar bike control much more similarly to the standard bike
2 Years Ago
Minor scrap transport damage fx improvement. Improving patrol heli damage fx WIP.
2 Years Ago
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning Increased the maximum distance a zipline can travel to 175m (was 150) This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release) The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
2 Years Ago
merge from tincan_alarm
2 Years Ago
Not deployable in large hollow trees Fire damage do not trigger the alarm Additional checks on wire deployment
2 Years Ago
First pass on browser info
2 Years Ago
Merge from main
2 Years Ago
Added first pass of jungle wall ruin caps for kit testing
2 Years Ago
Protobuf gen etc post-merge
2 Years Ago
Merge main -> UWSkidoo
2 Years Ago
Now deployable on the Default layer (fixes a lot of issues with monument colliders set on the Default layer) Disabled collision with player vehicles and AI vehicles Tweaked the deploy volumes again
2 Years Ago
Added a way to override the placement layer mask of a deployable prefab
2 Years Ago
Hill cliffs erosion progress
2 Years Ago
Add proxy tag fsm transitions, fix movement from previous states perduring in new states, proxy hurt state