reporust_rebootcancel

120,560 Commits over 4,018 Days - 1.25cph!

7 Months Ago
merge from fix_god_fallbleed
7 Months Ago
merge from fix_locker_durability
7 Months Ago
merge from fix_chinookcrate_buildradius
7 Months Ago
More work on jungle ziggurat scene.
7 Months Ago
Merge from main
7 Months Ago
Scene + anim backups
7 Months Ago
Increase bounds padding on elevator lift Scaffolding mesh collider is disabled while an elevator is in motion to prevent players clipping into them and getting dismounted
7 Months Ago
Merge from world_update_2
7 Months Ago
Halve the HLOD distance of both harbors
7 Months Ago
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7 Months Ago
Added mission points to divesite D, E, F so diving missions work
7 Months Ago
Allow blueprints to be learned directly from backpack
7 Months Ago
Set static planter wetness client side to full, might solve some flickering issues
7 Months Ago
Fixed extra material pass on small planter, both player placed and static versions
7 Months Ago
7 Months Ago
Merge from fog_motion_fix
7 Months Ago
Replaced a frequent vis check on FogMachine with a trigger volume when motion sensor mode is active, should result in no performance cost at all if no players are nearby Reduced the frequency from twice a second to once every 1s-1.5s
7 Months Ago
3rd person movement stuff
7 Months Ago
Allow wolves to perceive other NPCs through occluders, but not players
7 Months Ago
Have wolves prioritize players that attack them over animals they are hunting
7 Months Ago
Fix bug where wolves were faster than light
7 Months Ago
Reduce the speed at which wolves eat a corpse
7 Months Ago
Add more ai debug toggles to rust editor
7 Months Ago
Optimize wolf path following, 60% speed boost Set a IsNavMeshReady bool to avoid calling agent.isOnNavMesh / agent.updateRotation / agent.isStopped once the navmesh is ready Cache transform to avoid doing .transform multiple times, micro-optimization but significant for hundreds of wolves
7 Months Ago
Prevent building around the chinook hackable locked crate. Uses same radius as patrol helicopter crates.
7 Months Ago
Fixed bug where lockers didn't have durability, and wouldn't subtract their condition when picked up.
7 Months Ago
Movement improvements.
7 Months Ago
Fixed bug where admins in god mode take 1 bleed damage on fall
7 Months Ago
Fixed paddling and above ground pools showing power usage 0
7 Months Ago
merge from localization
7 Months Ago
Disabled the duplicate translation error for now, need a better solution
7 Months Ago
Fixed random typos reported on Crowdin
7 Months Ago
Fixed typos in seed item descriptions
7 Months Ago
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7 Months Ago
PlaceCliffsUniform improvements
7 Months Ago
merge from fix_reserved_slot_kick -> main
7 Months Ago
Don't allow players to skip queue due to reserved slots when manually kicked with `kick` command
7 Months Ago
Rock formation density improvements
7 Months Ago
traveling_vendor_fixes -> main
7 Months Ago
Attempt to fix get path index ahead NRE
7 Months Ago
More work on ziggurat interior
7 Months Ago
Check terrain filters before terrain anchors in all procedural placement scripts (faster, thanks Graham)
7 Months Ago
Motion iteration
7 Months Ago
world_update_2 -> Aux2
7 Months Ago
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7 Months Ago
Fixed bug that would sometimes cause the travelling vendor to only refill 1 at a time rather than refreshing the whole stock at once
7 Months Ago
Fixed death screen 'Respawn' button text being truncated in Finnish
7 Months Ago
Set prevent building radius to is trigger on new divesites
7 Months Ago
Removed 'doorway_desc' unused phrase from a bunch of prefabs
7 Months Ago
Update: output results in micros for Recursion test Tests: ran the benchmark, confirmed output