reporust_rebootcancel

137,401 Commits over 4,352 Days - 1.32cph!

11 Days Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
11 Days Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
11 Days Ago
Merge: from main
11 Days Ago
merge from main
11 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
11 Days Ago
Apartment complex b progress
11 Days Ago
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11 Days Ago
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
11 Days Ago
Moved drop controller and hero modals warmup to the home tab warmup
11 Days Ago
merge from indirect_instancing
11 Days Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
11 Days Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
11 Days Ago
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
11 Days Ago
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
11 Days Ago
exported minicopter 3p idle anims and edited left hand ik target in entity
11 Days Ago
merge from boxes_dlc
11 Days Ago
merge from main
11 Days Ago
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
11 Days Ago
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
11 Days Ago
missed consolesystem commit for painting line tool
11 Days Ago
Added packet count flushing
11 Days Ago
merge cannon_fuse_burn to main
11 Days Ago
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
11 Days Ago
Skin pass for vagabond jacket
11 Days Ago
merge from main
11 Days Ago
update from main
11 Days Ago
Fix cannon handle spinning due to buoyancy.
11 Days Ago
merge from 144620 failed merge
11 Days Ago
merge from storepage_boxes
11 Days Ago
Restore component box prefab Tweaked cyclegameobject timing
11 Days Ago
Apply the door fix to the unused boat door
11 Days Ago
added RustRelay ArrayPool to print_arraypool
11 Days Ago
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels) Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
11 Days Ago
merge from boxes_dlc
11 Days Ago
Fixed loot not respawning on deep sea ghost ships
11 Days Ago
merge from main
11 Days Ago
switch to using DecayEntity.GetPrivilege
11 Days Ago
merge from main
11 Days Ago
merge from doors_deploy_fix
11 Days Ago
Removed old includeAllDoors hack in DeployVolume, unused
11 Days Ago
Cleanup EntityListScriptableObject, removed unused code
11 Days Ago
Fixed all doors not deployable on top of prevent building volumes, regression from 141211
11 Days Ago
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11 Days Ago
merge randomize_seed to main
11 Days Ago
fixed boat priv issue with boxes, added check for when TC is placed after boxes
11 Days Ago
Adding burnt fuse into cannon barrel rig
11 Days Ago
merge debug_simulate_latency to main adds cvar `client.receiveLatency` (client admin) to main to help with testing high ping in Client/Server mode.
11 Days Ago
exported 3p batteringram idle anim and enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 batteringram prefab