reporust_rebootcancel

126,635 Commits over 4,109 Days - 1.28cph!

3 Days Ago
Merge from lightup_hazmat_codelock_pips
3 Days Ago
merge from iconrenderer_improvements_batch -> main
3 Days Ago
▆▇▆▍█ ▆▊▇▍▉▄▍ █▉▇▇█▍█▅ █▅▇ ███ █▇▊█▍
3 Days Ago
Fix some remaining doors and non-prefab entities S2P bandit camp, ranch, large barn
3 Days Ago
3 Days Ago
▊█▅▇▄▊
3 Days Ago
toolbar_compile_simulator -> main
3 Days Ago
Fixed items with no skins loading indefinetely
3 Days Ago
Strip from build
3 Days Ago
Keep track of all 3 compile target states and parse it that way (only show green if all 3 pass, red if one fails)
3 Days Ago
Update: DemoBuildingsViewer - can load multiple bases in a scene Exports them separately, for now. Tests: loaded top 20 bases from staging demo
3 Days Ago
fish crate model, textures, prefabs more set dressing on ship
3 Days Ago
Tweaked settings dropdown padding Moved FPS counter option in UI category
3 Days Ago
Added toggles to turn culling stages on and off
3 Days Ago
merge from new_menu
3 Days Ago
SkinViewer scene added to bundles
3 Days Ago
fix heliFX method compile location server -> shared
3 Days Ago
Fix UIDialogs not working when using asset scenes
3 Days Ago
Added a toolbar button for the compile simulator (shows most recent state)
3 Days Ago
Added Rust Render Pipeline package contents
3 Days Ago
Changed the Rust Render Pipeline package to a custom rather than git based package as not everyone will have SSH or git credentials set up
3 Days Ago
Skin viewer loading indicator
3 Days Ago
Bugfix: DemoBuildingsViewer - spawn TOD prefab to allow digital clock to work Otherwise it NREed Tests: loaded base 3839 from staging demo
3 Days Ago
▉▄▋▄▋ ▌▄▇█ ▅█▄▆_▍▋▌▊▊_▋▇▋▆▊▊▊██
3 Days Ago
Bugfix: DemoBuildingsViewer - prevent attribute accumulation that leads to skin duplication Tests: loaded up the largest base from staging demo
3 Days Ago
Bugfix: DemoBuildingViewer - fix building block skin spawning in the wrong location Discovered that there's a new bug with duplicating skins on succesful scene opens Tests: spawned the largest base from staging
3 Days Ago
Add Ians new rotation script, update automated render script
3 Days Ago
Add new scientists to large oilrig, setup their zones, add debug draw for zone appartenance, create custom editor to edit zones instead of manually entering extents
3 Days Ago
remove twitch drops and weekly skin old files
3 Days Ago
clarified water trace setup
3 Days Ago
Added toolbar extender
3 Days Ago
Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall Test: projectile tests all still passing
3 Days Ago
snapping_improvements_3 -> main
3 Days Ago
General snapping changes to computer station and rivals desk
3 Days Ago
Medical syringe animation update - inject self
3 Days Ago
Bugfix: BaseRaidBench - ensure weapons fire right projectiles - Also reset cooldowns between runs Tests: ran the scene
3 Days Ago
Remove new snapping from large planter
3 Days Ago
Merge from main
3 Days Ago
Fix facing direction, when calculating snapping rotation. This ensures the object will nearly always point towards the player to start with (still adjustable with R)
3 Days Ago
Fixed skin viewer not resetting loaded skin before applying another one
3 Days Ago
Small cleanups left over from a failed experiment
3 Days Ago
Strip "This skin glows in the dark" from the item descriptions, we have the glow tag now
3 Days Ago
patrol_heli_crash_fix -> main
3 Days Ago
main -> snapping_improvments_3
3 Days Ago
Update: BaseRaidBench - add support for multiple run configurations - Also remote players now have id in their game object names for easier debug - Fixed a bug with accumulating frame counter (:ops: #2) - Updated subtitle display to see what's running There's a burst-related NRE that gets picked up, but it's not directly related to benchmark. Tests: ran the scene
3 Days Ago
main -> patrol_heli_crash_fixes
3 Days Ago
merge from new_menu
3 Days Ago
Fixed missing scripts on loading screen prefab
3 Days Ago
- Added the Rust Render Pipeline package to start testing it within the main project. - Updated PostProcessEffectSettings child classes to use the correct types within the correct namespaces, as adding the core render pipeline package introduces duplicate types within the UnityEngine.Rendering namespace.
3 Days Ago
Missing tag on pressed calls