reporust_rebootcancel

141,659 Commits over 4,383 Days - 1.35cph!

Yesterday
Merge from workbench_upgrades
Yesterday
Merge from main
Yesterday
Merge from final_code_cleanup
Yesterday
Yesterday
Remove visualPointLookup and related build-lookup code. It's not needed any more.
Yesterday
updated textures part 2
Yesterday
merge from automated_testing
Yesterday
industrial floorpapers update, renamed them as well to match with the rest of the textures
Yesterday
Fixed CI testlist loading
Yesterday
set 3p card game anim to loop
Yesterday
Cache items and upgrades server-side, iterate these instead. Removes a bunch of getcomponent and tidies up functions too.
Yesterday
Update(tests): add simple pool perf tests (ST & MT) ST avg: 1.29925ms for 10k alloc-deallocs MT avg: 21.16116ms for 1k alloc-deallocs per task, 32 tasks Tests: ran tests
Yesterday
industrial garage door - texture polish
Yesterday
Updating bowless crossbow worldmodel rig with arrow mesh
Yesterday
edited 3p minicopter and generic sit idle anims
Yesterday
set 3p zipline anims to loop and anim edited
Yesterday
edited ik hand/feet positions on magnet crane entity and sled ik hand/feet positions on sled seat prefabs
Yesterday
some more marketplace, rejigged trees to produce a bigger focal point
Yesterday
Update: move Utils Measure routines to Facepunch.System.Tests - also make it auto-referenced Tests: compiles
Yesterday
FX debug setup. Alt ammo prefabs.
Yesterday
Refactor to GetInstalledUpgradeMods.
Yesterday
merge from main
Yesterday
merge from mortar_prototype
Yesterday
merge from playerboat_testfix
Yesterday
Add placeholder sound effects to mortar shots
Yesterday
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
Yesterday
Unify naming conventions, everything is now called RustNav
Yesterday
marketplace set dressing - some more iterating, more work needed on front street end
Yesterday
Merge: from sanitize_specatating_players - Bugfix for NRE spam when spectate mods don't correctly setup spectating Tests: none, trivial change
Yesterday
Bugfix: ServerOcclusion - add defensive checks for suspected spectate mods The mods should be fixed, but at least it won't put servers in a weird state. Tests: none, trivial change
Yesterday
Update error messages to mention the command line argument rather than the convar
Yesterday
- Fixed binocular overlay from sticking around on reconnect - Fixed binocular overlay firing material changes into plastic
Yesterday
Fixed WorkshopCameraKeybindAnchor still using old input system Updated WorkshopEditor scene to remap the inputs
Yesterday
Merge from main
Yesterday
merge from automated_testing
Yesterday
Didnt save
Yesterday
Fix mortar indicator not cleaning up on disconnect
Yesterday
Merge from Main
Yesterday
New Sounds added for the Salvaged Cleaver refresh
Yesterday
Disable new navmesh by default, use command line argument "-useNewNavmesh" instead of convar to make it impossible to change at runtime (as it's not supported)
Yesterday
Bowless Crossbow - added worldmodel with arrow mesh for 3p rig
Yesterday
main -> server_browser_update_2
Yesterday
fix dodgy merge
Yesterday
binoculars_fix -> main
Yesterday
Merge from workbench_upgrades
Yesterday
Add poolable to upgrade visuals
Yesterday
- Codecleanup - New binocular effects toggle at night
Yesterday
Flagged tests that need to be ignored by CI
Yesterday
Batchmode testrunner is now using a dedicated CI testlist by default, can be overriden with any testlist by adding a path to the +autotest command line CI testlist is generated when we generate the regular test list Tests can be excluded from CI with the ExcludeFromCI attribute Test parameter can be filtered too with FilterForCI in TestParameterSource
Yesterday
Do not build the unity navmesh when in recast mode