reporust_rebootcancel

124,047 Commits over 4,171 Days - 1.24cph!

2 Months Ago
Fix skin viewer not working (need to use GameManager to instantiate)
2 Months Ago
Skip MoveGameObjectToScene if the target scene is unloading (errors on disconnect)
2 Months Ago
Fix AnimationEvents.DoEffect trying to instantiate invalid prefabs
2 Months Ago
Don't bother instantiating engine/menu/game UI when loaded from an asset scene, there's no need for a copy
2 Months Ago
Refactor child entity handling interface calls. Call them on server load.
2 Months Ago
More load fixes, including speed + mass
2 Months Ago
Correctly restore thrust point after a load
2 Months Ago
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2 Months Ago
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2 Months Ago
Reduce the number of log mesages kept in memory from 64K to 1K Switch to using a queue instead of always removing the first element from a list
2 Months Ago
Added new modding prefabs: Added ai_obstacle - prevents AI navigation Added monument Navmesh zone Added Animal AI spawners - Boar, stag, bear, polar bear, horse, tiger, croc, chicken etc Added NPC spawns - NPC Heavy, oilrig, fullany, Lr300
2 Months Ago
Delete BuildPrefabs (unused)
2 Months Ago
Merge from main
2 Months Ago
Disable using cached prefab list to build asset bundles
2 Months Ago
Fix NREs on disconnect due to the main scene (camera) unloading before entities using the camera to update
2 Months Ago
Split world spawn prefabs (monuments etc) into smaller asset scenes Lazy load world spawn asset scenes based on what's required on the map Unload world spawn prefabs to save memory when unloading bundles Get rid of async asset loading from FileSystem (unused now)
2 Months Ago
Mark divesite shipping container collision mesh as readable
2 Months Ago
Fix LastLODCollider label not working with skinned meshes Don't mark overly detailed last LODs as readable
2 Months Ago
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2 Months Ago
Revert ILPostProcessorHook to the main version
2 Months Ago
Revert ILPostProcessorHook, pushed by accident
2 Months Ago
Resetting your gesture wheel to default will only bind the gestures you own
2 Months Ago
Fixed being able to bind gestures you dont own when clicking
2 Months Ago
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2 Months Ago
merge from autoturret_optim
2 Months Ago
Fix the player becoming stuck in a specific place when reskinning the legacy wall to specfic variant.
2 Months Ago
merge from main
2 Months Ago
Fixed settings page padding wee styling change on gesture widgets
2 Months Ago
Remove one active sibling off all top level pages Fix crappy blur effect on rust plus modal Rewire up session modal after design changes Fix broken loading screen header after design changes
2 Months Ago
compile fix
2 Months Ago
Fixed gesture wheel order
2 Months Ago
Dont bother trying to update category buttons - have to redo it anyway
2 Months Ago
Fix play menu constantly turning itself off
2 Months Ago
Better spring motion Layout fixes
2 Months Ago
Gesture menu juice, spring motion on the dragged gesture Fixes
2 Months Ago
Removed TrueShadow auto defines
2 Months Ago
Bugfix: NPCAutoTurret now shoots when it's facing the target Caused by not implementing the same optimization as AutoTurret (while NPCAutoTurret depends on it). Tests: spawned `sentry.scientist.static` on craggy and became hostile to it - was shot within the whole 360 arc
2 Months Ago
2 Months Ago
Exposed TMP m_TextComponent in TMP_SubMeshUI for TrueShadow
2 Months Ago
Added TrueShadow
2 Months Ago
Merge: from main
2 Months Ago
Hack: BaseRaidBench - avoid flooding audio manager During benchmark, we create too many audio sources and don't clean them up with default budgets - so we up them abit. Tests: ran the benchmark - no longer grinds at 3fps
2 Months Ago
add brightness/contrast controls for night sky
2 Months Ago
Gesture menu fixes and polish
2 Months Ago
Changed UIInvisOverlay to inherit from SingletonComponent - Performed in-editor functionality testing - Performed compile error checking
2 Months Ago
Set home page as on by default
2 Months Ago
Fixed squished store and inventory views
2 Months Ago
floating city barge lods, collision
2 Months Ago
Added LODs for all floating walkway kit (LOD3 material WIP). Started chunking up sections for floating animation.
2 Months Ago
Attack helicopter turret using the minigun now requires the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the minigun in the turret stops spinning. After 10 seconds of the passenger leaving the gunner UI, the minigun stops spinning. If the passenger dismounts whilst the minigun is still spinning it will stop spinning immediately. If the engine of the Attack helicopter is turned off whilst the minigun is spinning it will stop spinning immediately. - Performed in-editor functionality testing - Performed compile error checking