reporust_rebootcancel

141,198 Commits over 4,383 Days - 1.34cph!

60 Days Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
60 Days Ago
Terrain mesh collision cells wip
60 Days Ago
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
60 Days Ago
Merge from tunnet_netgroup_fix
60 Days Ago
Compile fix
60 Days Ago
merge from main
60 Days Ago
Added two console commands ClearContainer and ClearContainer_radius
60 Days Ago
Merge from main
60 Days Ago
Automatically generate help text for convars with args that don't have help text in the attribute
60 Days Ago
Fixed disable world prefabs pref not disabling for all paths
60 Days Ago
merge from deepsea_fixes
60 Days Ago
Added some logs to help solve the mystery of the missing deep sea portal
60 Days Ago
merge from main
60 Days Ago
▌ ▄▉▇▊▊ ▉▋▉▍ ▍▆▆▆
60 Days Ago
▇▅ █▋▆ ▄▆▆▆▌▋▌ ▅▊ ▇▍▆▄▆▌▇▋▄▌▇
60 Days Ago
Add RendererBatch to box conditional contents
60 Days Ago
Collision, gibs, prefab setup
60 Days Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
60 Days Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
60 Days Ago
Merge: from main
60 Days Ago
merge from main
60 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
60 Days Ago
Apartment complex b progress
60 Days Ago
▄▄▋▋▍▌ ▍▆█▊▇▍▉▇
60 Days Ago
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
60 Days Ago
Moved drop controller and hero modals warmup to the home tab warmup
2 Months Ago
merge from indirect_instancing
2 Months Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
2 Months Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
2 Months Ago
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
2 Months Ago
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
2 Months Ago
exported minicopter 3p idle anims and edited left hand ik target in entity
2 Months Ago
merge from boxes_dlc
2 Months Ago
merge from main
2 Months Ago
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
2 Months Ago
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
2 Months Ago
missed consolesystem commit for painting line tool
2 Months Ago
Added packet count flushing
2 Months Ago
merge cannon_fuse_burn to main
2 Months Ago
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
2 Months Ago
Skin pass for vagabond jacket
2 Months Ago
merge from main
2 Months Ago
update from main
2 Months Ago
Fix cannon handle spinning due to buoyancy.
2 Months Ago
merge from 144620 failed merge
2 Months Ago
merge from storepage_boxes
2 Months Ago
Restore component box prefab Tweaked cyclegameobject timing
2 Months Ago
Apply the door fix to the unused boat door
2 Months Ago
added RustRelay ArrayPool to print_arraypool
2 Months Ago
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels) Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button