reporust_rebootcancel

122,183 Commits over 4,048 Days - 1.26cph!

10 Months Ago
Update: Replacing all cases of Pool.FreeList - non-controversial cases This modifies the remaining(after previous 2 unsafe submissions) set of cases where we had FreeList(292 files) - they all either fall into FreeUnmanaged(don't implement IPooled) or Free(implements IPooled). The replacement has been done by constraining FreeList<T> with T : IPooled first, this revealed ~560 build errors which got fixed with FreeUnmanaged. Then all the remaining FreeLists that weren't producing an error should've been replaced with Free calls. Tests: built all targets in Unity. Ran around on CraggyIsland in 2 player multiplayer (built a tiny house), checked bullet decals spawning/despawning properly.
10 Months Ago
Added Different Food Cache Variants Basic Prefab Setup for the other Food Cache Variants Added Materials, Textures, Colliders, FBX's For Food Cache Variants Setup Food Cache Variants LODS and Colliders
10 Months Ago
Automate lighting group toggling for each item in the batch render process. Scripts for configuring and enabling/disabling per-item lighting rigs.
10 Months Ago
Switched from showing `KK` -> `M` for millions and `B` for billions Adding `--raw` to `print_memory` will print out the raw number counts instead of rounding them to thousands, millions or billions
10 Months Ago
Update: Migration to "unsafe" FreeUnmanaged - Interface Code This CL contains all cases where we call FreeUnmanaged with T : interface - this is dangerous because we don't know whether T is IPooled or not. If/when in the future we make FreeUnmanaged to skip invoking OnPoolEnter, this will lead to leaks/bugs. Tests: Built all targets.
10 Months Ago
Moved the oil rig prevent building volumes under the gameobject holding the MonumentInfo, so GetMonument does not return null and deploy volumes ignoring monument can work properly This fixes tin can alarms not deployable on oil rigs Also fixed the BBQ sitting in the water following the recent missing prefab fix S2P
10 Months Ago
Update: Migration to "unsafe" usage of FreeUnmanaged - Generic Code These cases are part of generic code that either provides containers/algos for other parts of logic or part of currently-dead code. They're unsafe because if they start getting used with T : IPooled, then in the future if/when we change Unmanaged to not check IPooled it might leak/bug out. Tests: Built all targets.
10 Months Ago
Merge from gameplay_analytics_convar -> main
10 Months Ago
lobster trap first pass
10 Months Ago
Tweaked and relaxed the not-inside checks to fix invalid placements on slopes
10 Months Ago
merge from tincan_alarm
10 Months Ago
Not deployable on harbor swing bridge and containers - Changed the swing bridge layer from 'World' to 'Vehicle Large' - Added a prevent building volume to the containers
10 Months Ago
Update: New CodeGenerator for Pool.FreeUnmanaged<MemoryStream> change * CodeGenerator built with a3cd77f3 from FreeList-Depr branch * This replaces all uses of Pool.FreeMemoryStream in Rust.Data/generated/ProtocolBuffers.Serializer.cs Tests: built all targets in editor.
10 Months Ago
Removed some spam now I've tracked down issues.
10 Months Ago
Found and fixed cause of repeat skin changes not working.
10 Months Ago
Update branding
10 Months Ago
Cherrypick 101377 + 101399. Cine material setups
10 Months Ago
10 Months Ago
Parent merge
10 Months Ago
Added Frontier Hatchet Cinematic Materials and Textures
10 Months Ago
Removed double dismountPositions loop in gizmo method
10 Months Ago
exported wolf run hit 2 anim
10 Months Ago
Wire not deployable on elevators
10 Months Ago
merge from main
10 Months Ago
merge from ragdoll_as_mountable
10 Months Ago
reworked ragdolling as a mountable
10 Months Ago
Fixed vehicles still colliding with the wire end collider
10 Months Ago
merge from motorbike_headlights
10 Months Ago
merge from patrolheli_fixes
10 Months Ago
merge from shipping_container_spraycan_fix
10 Months Ago
merge from homing_spectate_fix
10 Months Ago
merge from trainyard_wall_lod_fix
10 Months Ago
Added Boomerang low poly. Material and WIP Textures
10 Months Ago
tin can alarm cinematic material/textures
10 Months Ago
Added Croc to hunting trophy, modified corpe prefab, changed Item definition in croc prefab.
10 Months Ago
enabled ppd on brick piles
10 Months Ago
Fixed a wall with incorrect LOD values in trainyard culling too early
10 Months Ago
Fixed homing missile launcher UI staying on screen if player is being spectated and the spectator changes target/goes into free cam
10 Months Ago
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled Start refactoring EventRecord.Submit() to static SubmitPoint() (so we can force use of uploader classes in future) Remove eventrecord blacklist (was used to stop uploading of frequent events) because it's not used and complicates code - if events are spammy we can remove them
10 Months Ago
Fix shipping container walls ColliderInfo component missing Opaque flag, preventing spray can sprays from working on them
10 Months Ago
Merge from zipliine_improvements
10 Months Ago
Increase max zipline length to 185m (was 175m)
10 Months Ago
Fix sidecar bike pulling slightly to the right again
10 Months Ago
Give all bikes a bit more air control power
10 Months Ago
Make sidecar bike control much more similarly to the standard bike
10 Months Ago
Unsaved grade change
10 Months Ago
Minor scrap transport damage fx improvement. Improving patrol heli damage fx WIP.
10 Months Ago
Merge from main
10 Months Ago
Merge from zipline_improvements
10 Months Ago
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning Increased the maximum distance a zipline can travel to 175m (was 150) This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release) The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner