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137,081 Commits over 4,352 Days - 1.31cph!

11 Months Ago
Merge: from main Tests: none, no conflicts
11 Months Ago
Clean: simplify code via ?. notation Tests: unit tests
11 Months Ago
Optim: Constain List<T>.Compare to only works on List<T> This removes remaining 4 boxing allocations Tests: unit tests
11 Months Ago
Optim: Use ListHashSet<T>.Compare in UpdateSubscriptions and UpdateHighPrioritySubscriptions Tests: none, trivial change
11 Months Ago
Update: Network.Visibility.Provider works on ListHashSet Tests: none, simple changes
11 Months Ago
Update: Facepunch.Pool now supports ListHashSet - gave ListHashSet a default ctor Tests: unit tests
11 Months Ago
reverted environment volumes to spatially aware ones after regression, this also re-introduces the terrain collision triggers - S2P
11 Months Ago
Update: ListHashSet has it's own specialized static Compare method - Replciated tests from ListExtensionTests for ListHashSet Tests: ran unit tests
11 Months Ago
lower ziggurat terrain position in Z, then resculpted to meet the ground line
11 Months Ago
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11 Months Ago
Merge from uv2_paint_fix
11 Months Ago
Fixed warning spam when painting on a mesh without a uv2 channel
11 Months Ago
Compile fix for 119282
11 Months Ago
Use entity display name from PrefabInformation component for Rust+ death notification if available
11 Months Ago
Merge from GetCurrentUndergroundLayer_nre_fix
11 Months Ago
Speculative MapView.GetCurrentUndergroundLayer NRE fix
11 Months Ago
Snake loco fx WIP & related files.
11 Months Ago
Remove Facepunch.Editor reference
11 Months Ago
Fixed outbreak sprayer item id
11 Months Ago
Remove dismount handling on VineMountable
11 Months Ago
Slight collider tweak to fix some deadspots for resource gathering on vine tree
11 Months Ago
More work on handling player movement properly when a vine tree is destroyed
11 Months Ago
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11 Months Ago
Another distance interaction fix
11 Months Ago
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
11 Months Ago
Include vehicle detailed layer in vine dismount check
11 Months Ago
Fixed blurry birds.
11 Months Ago
Fixed blurry spraycan sprays.
11 Months Ago
Fixed blurry fireplace
11 Months Ago
Applied lighting to Ziggurat A. S2P (Small trigger code bug exists on Asana)
11 Months Ago
Fixed a couple of inverted triggers.
11 Months Ago
Renamed new lighting prefab.
11 Months Ago
Added occluders to Ziggurat lighting. Deleted the old lighting prefab.
11 Months Ago
Train tunnel entrance bunker terrain anchor fixes
11 Months Ago
merge from underwater-effects
11 Months Ago
- color space fixup - fix water line lighting, have color+reflection match the water surface - remove old stuff
11 Months Ago
Optim: List.Compare now uses pooled hashsets instead of hashing-and-sorting 2x faster. Now, just need to see if I can get rid of these remaining allocs (just 4 per stable run) Tests: unit tests
11 Months Ago
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11 Months Ago
ak admire update
11 Months Ago
Improved kapok billboard textures / added gradients to mimic shadows
11 Months Ago
Initial setup work Viewmodel items can run Conditional logic on ViewModel clothing script, occupying certain slots and looking for conflicts
11 Months Ago
lerp according to cam velocity, add refraction to river surface
11 Months Ago
Polish pass on camera animations for a selection of weapons
11 Months Ago
v vineswing anim wip and exported v vineswing rig with extra leaf bones added
11 Months Ago
Improved kapok_a and kapok_a_stump colliders Fixed broken scaling on the stump collider
11 Months Ago
Merge from blowpipe
11 Months Ago
merge from jungle
11 Months Ago
don't lerp underwater params if we started outside of water or on first initialization
11 Months Ago
Merge from main
11 Months Ago
updated 3p vine swing anim