reporust_rebootcancel

122,118 Commits over 4,048 Days - 1.26cph!

10 Months Ago
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10 Months Ago
Explosion post profile & file org.
10 Months Ago
merge from spectate_blackout_fix
10 Months Ago
Fixed spectator getting a black screen when the spectated player dies
10 Months Ago
tin can alarm gibs colliders
10 Months Ago
Fix a collider's cached monument not being invalidated if the collider moves - no evidence of this happening but best to be safe Rename `MonumentColliderTag` to `CachedMonumentComponent` to make it a lot clearer what it does Add `GetOrAddComponent()` to ComponentEx instead of using the VLB namespace
10 Months Ago
initial prefab setup
10 Months Ago
New: Starting set of CompanionServerTests A set of functional tests that validate operation of CompanionServer (Rust+). This only covers 3 request types out of 19, but proves that this should work in principle. Next up is adding the remaining tests and making it safe in regards to server-client modes. Tests: Ran new unit tests - they pass.
10 Months Ago
Added a setting for errror toasts to be displayed on top of everything, so they can be seen when the in inventory and other menus Set a few of them to show on top
10 Months Ago
Multi-thread navmesh building, making the recast side computations almost negligible
10 Months Ago
Ported ExplosionScreenBounceFade
10 Months Ago
More error messages localized and toasted: legacy deployer, vending machines, spraycan, inventory
10 Months Ago
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10 Months Ago
Separate navigation building steps so it's easier to multi-thread
10 Months Ago
Vehicle locked/unlocked messages localized and toasted
10 Months Ago
Add option to build navmesh asynchronously, add more profile markers
10 Months Ago
Player inventory, storage containers and player belt fail messages localized and toasted Minor socket mods fail messages tweaks
10 Months Ago
divesite containers
10 Months Ago
Explosion files.
10 Months Ago
env_fish correct values on main camera
10 Months Ago
merge from main
10 Months Ago
Fixed missing PreventBuildingMonumentTag on all caves prevent-building volumes - fixes the tin can alarm not deployable in caves - fixes barricades not deployabled around caves Ran S2P on all cave scenes
10 Months Ago
Missing file.
10 Months Ago
Fixes/pre-merge stuff.
10 Months Ago
DPV Beacon light LODs and material/textures Beacon light prefab setup
10 Months Ago
lake b and c builds, unity scene setup
10 Months Ago
barnacle clumps prefabs
10 Months Ago
updates to lake_a build
10 Months Ago
Localized and toasted repair failed errors
10 Months Ago
Speed up navmesh generation by using arraypool instead of a massive buffer
10 Months Ago
Refactored and renamed a bunch of stuff so we can use these toasts for any type of gameplay errors (building, item movement, etc)
10 Months Ago
Fix memory leak and add more profiler coverage
10 Months Ago
10 Months Ago
Localized server side building errors Moved them out from the chat to the new toast UI
10 Months Ago
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10 Months Ago
New: Adding Server unit tests foundation Sadly, they're not fully functional now - the client and server connect to each other, but the full client handshake doesn't happen. Will chase this up after I setup companion server tests (what I originally intended to test). Tests: none, as I know it's borked
10 Months Ago
Add option to disable verbose log and add profiler markers, reduce gc allocs
10 Months Ago
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain
10 Months Ago
Merge from homing_spectate_fix
10 Months Ago
Fixed a Teams UI exception when first person spectating in a demo Hopefully fixed the homing launcher UI staying on when changing between perspectives while first person spectating
10 Months Ago
Merge from main
10 Months Ago
Merge from main
10 Months Ago
Merge from spectate_blackout_fix
10 Months Ago
Fixed spectators getting a black screen
10 Months Ago
Merge from underwater_cinematic_blur_fix
10 Months Ago
Show the water line but increase the blur distance to 25m in cinematic mode
10 Months Ago
Adjusted locomotive LOD levels, letting it high higher LODs are nearer distance. It wasn't really adjusted for how large the locomotive is.
10 Months Ago
Fixed locomotive LOD1 using ground_cloth_a_LOD1 instead of the intended cloth_a_LOD1
10 Months Ago
Merge LocomotiveDebrisFix -> main again. No new changes except that this time we won't less Plastic mess it up.
10 Months Ago
Merge from main