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143,586 Commits over 4,413 Days - 1.36cph!

15 Minutes Ago
Merge from PlayerRigUpdate2 Keep source on floating city scenes
20 Minutes Ago
fixes
52 Minutes Ago
Clean up completed todos
54 Minutes Ago
darts move ballistically when they dont hit the board
55 Minutes Ago
demo_breaking_fix -> main
57 Minutes Ago
Fix demos removing certain entities during initial playback Was most apparent with global broadcast entities and would often result in Cargo Ship not being there during playback
1 Hour Ago
merge from cassettepanel_nre_fix
1 Hour Ago
Fixed cassette loot panel NRE
1 Hour Ago
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1 Hour Ago
Fixed server-side ragdoll erratic behaviour
1 Hour Ago
Fixed error when spawning server-side corpse
2 Hours Ago
merge from main
3 Hours Ago
Add the industrial barrels to the StorageAdaptorAllowCollisionGroup
3 Hours Ago
merge from main 152363
3 Hours Ago
progress on billboard/particle lighting conversion to RRP
3 Hours Ago
Add a CaveNetworkGroupLayerOverride to cave_large_sewers_hard to fix network layer issues Rebake height map to fix terrain issues S2P
3 Hours Ago
merge from main 152363
4 Hours Ago
Avoid various allocs in ResourceDispenser.DoGather Cache an invoke action + item def harvest stat key, get rid of linq, pool hit info
5 Hours Ago
merge from editor_rpc_kick_convar
5 Hours Ago
Add editor only convar debug.prevent_rpc_error_kick - stops RPC errors from kicking the player
6 Hours Ago
merge from spraycan_reskin_refactor
6 Hours Ago
Improved way to reposition socketed child entities when reskinning - look for the matching female socket on the new entity with the same name, fall back to the closest if needed Fixes door controller attached to an high external gate swapping sides when reskinned Add StringEx.EqualsAfterLastSeparator
Today
some set dressing/foliage polish in playground area
Today
apartment_complex_1 s2p
Today
killing more shadow casters, disabled shadow casting corridor interior
Today
Add instancing setup calls to forward passes in Rust/Standard
Today
industrial electric furnace; - cleanup redundant materials, reassigned material to assets.
Today
merge from main 152363
Today
killing more shadow casters, disabled shadow casting on a dozen of pointlights
Today
Merge from unity_6.3.15
Today
Disabled automatic lightmap baking in all scenes (this can be overwritten in case of any conflicts in .unity files)
Today
Meta files
Today
Improved placement of industrial torch on weapon racks
Today
Merge from main
Today
apartment shadow casters and proxy optimizations
Today
added presets for cinematic textures
Today
Industrial Storage - removed duplicate gibs file
- Add a serverside convar to be able to toggle it on/off - Parameter-less constructor to Deque so it can be pooled - Codegen
Initial attempt at mountable rollback to fix 'projectile invalid' when attacking a player thats on a mini or zipline etc. We cheat by only storing player relative positions to avoid rolling back mountables physics positions Each client will allocate and store the last 16 ticks. 192 bytes for each mounted player, which is reused via the pool. Retain old behaviour if not mounted hit or if the last 16 ticks aren't available
demo_scrubbing_optimizations -> main
Yesterday
Rename PathMeshLOD -> RailMeshLOD, less generic but much clearer what it does
Yesterday
Fix the AddToHeightMap at the end of GenerateRailMeshes not having a collider available due to the client deferring the generation of meshes & therefore mesh colliders - still generate meshes for colliders right away on servers - generate the lowest LOD in the rare case that a client is generating a map (and not loading a cached map) - keep PathMeshLOD components disabled until procgen finishes to ensure they don't update LODs mid-map generation and start deleting the colliders
Yesterday
Rename CreatePathMeshJob -> PathMeshTemplate to make it clearer
Yesterday
Defer the integration of the generated mesh by sending it to the load balance - it would be quick but Unity doesn't letting us assign the UV distribution float manually from C# so we have to call mesh.RecalculateUVDistributionMetrics() on main thread which takes 0.8ms
Yesterday
Add `printrails` command to print all the railroad meshes currently active
Yesterday
Add profiling markers Destroy mesh instead of assigning to MeshLOD if the railroad LOD is hidden before the mesh generation request finishes
Yesterday
Fixed DDraw text spacing being affected by the predefined GUISkin font size (15 -> 5) https://files.facepunch.com/raul/1b2311b1/ddraw_text_spacing.png
2 Days Ago
Fixed DDraw text color grey tint https://files.facepunch.com/raul/1b2311b1/tint_fix.png
2 Days Ago
Fix broken collision + material on an excavator light S2P excav
2 Days Ago
PressButton merge, compile fix