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139,298 Commits over 4,383 Days - 1.32cph!

Just Now
potential fix for obscure Graphics.CopyTexture error spam in editor
6 Minutes Ago
put vclouds/vfog stuff under sky dome prefab so all scenes that have the sky dome pick them up automatically. should get rid of all black sky issues and workshop error
19 Minutes Ago
Added playground.hair to test dye sets Added mid length dye materials Added mid-length gradient map
1 Hour Ago
merge from main
1 Hour Ago
fix water wheel pushing splash sound effect playing when the wheel is on land
3 Hours Ago
tier 3 reinforcement plates, lods and prefab setup
3 Hours Ago
Added mid-length style
3 Hours Ago
Fix remove default unity terrain check from map render
4 Hours Ago
Play poof particles when fuse becomes visible
4 Hours Ago
merge from junkyard_greencard_fix - build
4 Hours Ago
merge from wiretool_fluidtankboat_fix
4 Hours Ago
merge from devtools_escape_fix
4 Hours Ago
merge from adminui_copy_fix
4 Hours Ago
merge from loadoutUI_refresh_fix
4 Hours Ago
merge from waterwheel_deployable
4 Hours Ago
merge from skinviewer_chickencostume_bc_fix
4 Hours Ago
merge from sessionmodal_fixes
4 Hours Ago
merge from vclouds_refl_error_fix
4 Hours Ago
merge from storehero_text_fix
4 Hours Ago
update from main
4 Hours Ago
update from main
4 Hours Ago
Remove fuse lighting from mortar. Add instantly firing on reload. Fix firing point not being attached to the mortar. Implement distance text Implement velocity calc for mortar firing. Remove aim direction resetting on reload (old inherited behaviour) (Mortar seems functional, needs randomness and recoil.)
4 Hours Ago
Make some progress getting Rust/Standard to work with BatchRendererGroup
Today
Revert unnecessary changes to GetCloseConnections, HasCloseConnections, and HasConnections that was causing server perf issues
Today
FlexVirtualScroll:GetItem NRE fix attempt
Today
Added salvaged axe
Today
merge
Today
Fixed title text not showing if the url is empty (igno Url can now redirect to any store subtab
Today
Fixed store hero title text not showing
Added and set up conditional meshes for wooden armor jacket and pants male and female
Bitumen roof texture set rework and masks
Renamed bitument roof textures for consistency
Today
Updated ak variants to use custom spine and aim correctly (appears to have rollbacked at some point)
Today
fix addfriend auth failure when TC/Privelege is not visible
Today
Fixed chicken costume skin viewer burst cloth
Today
Update: ServerProfiler.Init now resets managed internal state - also added handle cleanup to ScopeRecorder and SlowScopeRecorder dispose, in case double-dispose gets called This reduces test boilerplate slightly (as scope recorders have a timeout) Tests: ran unit tests - they pass. still chasing native storage corruption
Today
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Today
exported latest crossbow bowless viewmodel  anims
Today
Bowless Crossbow - updated worldmodel LODs to match the base crossbow
Today
Added machete sounds and butcher knife inventory sounds
Today
creating crossbow bowless viewmodel  anims
Today
added workbench tier 1/2 reinforced upgrades textures/materials + LODs (gibs still need to be made)
Today
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
Today
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
Today
Bugfix: when exporting a snapshot from recorder scopes skip fast-forward logic to 0 callstack depth Tests: recorded coroutine, was able to see all 3 log calls (before yield, after 1st yield and before yield break). But something's corrupting memory for subsequent perfsnapshots
Today
Added support for interleaved cached shadow rendering and added a new set of convars for controlling shadow caching settings
merge from playerrigupdate2
Today
Merge: from serverprofiler_recordscope_pause Need it for experiments with profiling coroutines
Today
Hook up mortar to overlay, setup pitch/yaw rotation on mortar, fix not being able to get close to the mortar because of old colliders, fix pitch clamp to match mortar angles 0-45. Start cleaning up and removing a lot of objects from the old prefab.
Today
Add a generic overlay to use with mortar's distance text - basically just binocular overlay without the scope.