reporust_rebootcancel

134,783 Commits over 4,444 Days - 1.26cph!

54 Days Ago
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
54 Days Ago
Use static list ticked through ServerMgr for navmesh agents instead of unity update
54 Days Ago
reset electric furnace emissive texture and 3.1 value to original
54 Days Ago
Merge: from pool_mt
54 Days Ago
Update(tests): add a couple more perf tests - AllocDeallocMT -> AllocDeallocMTLongLived (biases Get, then Free operations), Avg: 3.56901ms - AllocDeallocMTShortLived - fetches and returns to pool immediately (to evenly spread pressure), Avg: 3.01974ms - AllocDeallocMPSC - simulates multiple-producers-single-consumer (emulates network write thread under jobs 2) Avg: 12.20773ms All cases - 32 tasks doing 1k allocs Tests: ran perf tests
54 Days Ago
set dressing push on marketplace optimised the rentable shops a bit by removing props mostly sunk in the ground or barely visible
54 Days Ago
NRE fix for UI_Store.OnWarmupPage when the manifest is null
54 Days Ago
merge from store_nre_fix2
54 Days Ago
Fixed TestRunnerWindow error when opening foldouts CTRL + Click on an asset path parameter pings the asset in the project window Added to right click context menu too
54 Days Ago
merge rust_relay_server -> main
54 Days Ago
merge main -> rust_relay_server
54 Days Ago
Mortar animator blend values updated
54 Days Ago
Better logging on RustTestFixture::SpawnEntity
54 Days Ago
Merge from parent (needs codegen)
54 Days Ago
Merge from main
54 Days Ago
Merge from main
54 Days Ago
Merge from parent
54 Days Ago
Merge from terrain_renderer
Rin
54 Days Ago
merge from mortar_prototype
Rin
54 Days Ago
Updated Mortar and ammo descriptions Fragmenation Mortar shell Radius 3.8m > 6m HE Mortar Shell Radius 3.8m > 4.5m Explosive damage 45 > 60
54 Days Ago
Remove GPU device check testing functions and command Revert terrain culling ConVar back to admin
Rin
54 Days Ago
merge from main
Rin
54 Days Ago
Restrict Mortar from primitive
54 Days Ago
Merge from main
54 Days Ago
Use local top down hole map for non-screen space rendering (shadows, probes) Restructure hole shader stencil passes to use depth tests to fix some holes clipping through wrong terrain Render out stencil results to R8 hole mask and clear depth for those regions Handle alternate topdown render of hole volumes Use separate editor command buffers for hole rendering and terrain depth prepass Add Hole editor script
54 Days Ago
New ChildAnimatorSubSystem Runs an entirely independent controller Has it's own weight, can target specific layers, etc Added a dropdown to the player animator that detects this and allows us to switch between multiple controllers for easy debugging
55 Days Ago
mortar sounds
55 Days Ago
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
55 Days Ago
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
55 Days Ago
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
55 Days Ago
Add a warning to the state sync editor if the state name is incorrect
55 Days Ago
Fixed lower case Attack on StateSync components (sks and paintball gun)
55 Days Ago
Removed old AiManagedAgent class, old and useless Subtracted 150385
55 Days Ago
Ammo type ui icons & colour consistency fixes.
55 Days Ago
Setup anim events for toggling visibility of arrows on worldmodel
55 Days Ago
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
55 Days Ago
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
55 Days Ago
Merge from main
55 Days Ago
merge from fix_assetscene_deepsea -> main
55 Days Ago
Potential fix for zombie NRE on _agent == null in tests
55 Days Ago
Potential fix for zombie NRE on _agent == null in tests
55 Days Ago
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55 Days Ago
Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
55 Days Ago
Fix zombies breaking automated tests
55 Days Ago
Fix zombies breaking automated tests
55 Days Ago
fix ColorEx WithHDRIntensity, missing alpha copying
55 Days Ago
Add throw timer, if the timer runs out before you click to throw, it'll throw for you - reticle changes colour and flashes when low time - UI has timer text display
55 Days Ago
testlist
55 Days Ago
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
55 Days Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"