reporust_rebootcancel

140,495 Commits over 4,383 Days - 1.34cph!

13 Minutes Ago
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices - added unit tests Should help us maintain packed state of dependent arrays - will start converting current use cases next. Tests: ran unit tests
42 Minutes Ago
merge from main -> fix_dynamic_occlusion_pausing
43 Minutes Ago
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
50 Minutes Ago
simplified encryption again
53 Minutes Ago
Simplify encryption
55 Minutes Ago
Merge from main
57 Minutes Ago
All remaining monument fixes.
1 Hour Ago
Fixed a bunch of errors when baking and using the LOD baker tool
1 Hour Ago
merge from playerboat_droppeditem_parent_fix
1 Hour Ago
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
1 Hour Ago
main -> vendingmachine_ui_refresh
1 Hour Ago
range and accelerated visuals LODs and material setup prefabs replaced and updated.
1 Hour Ago
Updated encryption strategy
1 Hour Ago
removed sneaky anim event sfx from 3p sitting anims
1 Hour Ago
exported unique firecracker 3p animations and linked to new holdtype anim controller
1 Hour Ago
merge from pooltable_and_dartboard_models -> darts_minigame
1 Hour Ago
init darts minigame branch
2 Hours Ago
Added optional encryption to Rust Relay
2 Hours Ago
Fixed final vending entry pushing itself out the screen
2 Hours Ago
Swap to a string builder to save a few allocations when updating dynamic pricing
3 Hours Ago
merge from deepsea_navmesh_optims
3 Hours Ago
When the deep sea opens, wait for island navmesh bake to finish before starting the next Added deepsea.navmesh_spawninterval (was using entity interval before)
3 Hours Ago
Dynamic pricing support (nearly there!)
3 Hours Ago
merge from dragbyangle_rebalance
3 Hours Ago
Added combining of source meshes and materials in the LOD Baker tool to make it compatible with the baking script
3 Hours Ago
merge from main
3 Hours Ago
merge from deepsea_loot_balance
3 Hours Ago
Tweaked deep sea loot: - Initial loot when the sea opens slightly reduced (~15%) - Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100% Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
3 Hours Ago
merge from playerboat_player_transfer_fix
3 Hours Ago
replicated previous fix in jobs version of code
3 Hours Ago
merge from playerboat_player_transfer_fix
3 Hours Ago
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3 Hours Ago
merge from main
3 Hours Ago
merge from spraycan_barrels_support
4 Hours Ago
fixed shallow wall shelves skinnable redirect to shallow shelves not half
4 Hours Ago
Prefix nav logs correctly in RustNavmeshAgent
4 Hours Ago
Convert all old scientists to use new navmesh agent
4 Hours Ago
Merge from terrain_renderer
4 Hours Ago
Actually assign culling value in cullingtest
4 Hours Ago
industrial shelves half height and wall shallow - skin created and setup - item updated
4 Hours Ago
wall shallow bamboo shelf - fix sitem itemname to allow skinning from repair bench and spray can
4 Hours Ago
Check default navmesh is built and log error if not in agent queries
4 Hours Ago
Revert last commit
5 Hours Ago
Merge from terrain_renderer
5 Hours Ago
Merge from main
5 Hours Ago
Change culling test to check using map of device ids
5 Hours Ago
Potential fix for SetBrakingEnabled and CanUpdateMovement NRE (suspected triggered by excav and cargo scientists)
5 Hours Ago
build skins for industrial salvaged shelves
5 Hours Ago
industrial electric furnace - item updated - skin