reporust_rebootcancel

140,232 Commits over 4,383 Days - 1.33cph!

4 Minutes Ago
merge from storeoverride_loading_fix
4 Minutes Ago
Fixed store content loading when using overrides
18 Minutes Ago
npc tutorial animations updated
26 Minutes Ago
Fix potential culprit for double free of tileData
29 Minutes Ago
Halterneck skinniing update
39 Minutes Ago
Limit max number of tiles being built in the background
52 Minutes Ago
Added Salvaged Sword invetory sounds and bone club drop sound tweaks
52 Minutes Ago
Hide skirt skinning
53 Minutes Ago
moved ScopedOcean from TestFixture->RustTestFixture
59 Minutes Ago
Update: useful bits from the first failed StableObjectArray conversion It ended up being too pervasive for my liking, going to try a simpler approach Tests: compiles as part of rewrite, but none otherwise
1 Hour Ago
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
1 Hour Ago
Prisoner hood overlay fixes
1 Hour Ago
removed old test fixture api usage
1 Hour Ago
merge from console_uparrow_fix
1 Hour Ago
Fixed console auto complete preventing you to go through the history when open
1 Hour Ago
Fix budget being treated as seconds despite being miliseconds
1 Hour Ago
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride
1 Hour Ago
merge from playerboat_tests
2 Hours Ago
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2 Hours Ago
Merge from main
2 Hours Ago
Merge from water_well_B_spawn_fix
2 Hours Ago
Fixed food cache not spawning in water well B
2 Hours Ago
Testing changes to Jenkinsfile
2 Hours Ago
Fixed client convars with an empty default value showing as [?]
2 Hours Ago
merge from convar_defaultvalue_fix
2 Hours Ago
merge from main
2 Hours Ago
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
2 Hours Ago
Sit visuals correctly
2 Hours Ago
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)
3 Hours Ago
3 Hours Ago
Removed the loading thingy, few more adjustments
3 Hours Ago
Added electric furnace to the skin viewer
3 Hours Ago
merge from automated_testing
3 Hours Ago
Update all tests to call the base SetUp Removed KillAllEntitiesInRadius calls
3 Hours Ago
edited 3p sit driving snowmobile rear lean R/L anims to correct clip ranges
3 Hours Ago
We now take a snapshot of all server entities on test setup, and kill the difference on test teardown Fixes entities leaking from tests
3 Hours Ago
Add a twist relax slider for hand IK
4 Hours Ago
Add offset to left hand IK
4 Hours Ago
Update: StableObjectArray now exposes stable index lookup map (needed for transform access array jobs) - moved NativeArrayEx to Facepunch.UnityEngine plugin, enabled unsafe code, added Unity.Collections dep Tests: none, code is in the middle of breaking rewrite
4 Hours Ago
replaced missed topology usage
4 Hours Ago
replace topology query in road terrain modification with type query
4 Hours Ago
exported edited 3p beanbag anim and set to loop
4 Hours Ago
Updated mortar animation clip naming and added 3 reloads at different heights
5 Hours Ago
better entry/exit spawning, road positions snap onto mesh (should really be baked into the prefab) - no middle segment spawning - need to do more work on defining bridge points and adjusting paths to align better
5 Hours Ago
Clean: dead test code removal Tests: compiles
5 Hours Ago
Skin pass for hide poncho
5 Hours Ago
Update: conversion to StableObjectArray - step 2, WaterLevel tests Tests: ran WaterLevel unit and perf tests
5 Hours Ago
Merge from workbench_upgrades
5 Hours Ago
Export the test list before running the tests from the pipeline