reporust_rebootcancel

140,656 Commits over 4,383 Days - 1.34cph!

2 Months Ago
Include any SkeletonProperties referenced models as well
2 Months Ago
Convert hair dye collection to use material parameters for Rust/Standard instead of Core/Hair Added some wip parameters to hair dye properties
2 Months Ago
Fixed BBQ gibs not being skinned
2 Months Ago
merge from naval_update/io_boats
2 Months Ago
merge from workshop_unload_fix
2 Months Ago
Updated perf text to show the skins waiting to unload count
2 Months Ago
We now wait 120s before unloading a workshop skins with 0 references Fixes the missing material on gibs of skinned deployables, it was frequent with unpooled prefabs like vending machines
2 Months Ago
Scan the project for animations we need on the server every build
2 Months Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
2 Months Ago
Foundation corner conditional model checks
2 Months Ago
Foundation corner sockets
2 Months Ago
Added CornerSocket
2 Months Ago
Added ModelConditionTest_FoundationCornerLeft and ModelConditionTest_FoundationCornerRight
2 Months Ago
Support for alpha in cap base colour, gives some more control for lighter skin tones
2 Months Ago
Switch cap base color to be non-HDR in hairdyecollection
2 Months Ago
Don't do gamma correction on capbasecolor in hair dye collection
2 Months Ago
Initial hair work, set up for average skin set collection so not available by default (part 2)
2 Months Ago
Initial hair work, set up for average skin set collection so not available by default (part 1)
2 Months Ago
Optimize sleeping bags - switch List<> of all sleeping bags on server to ListHashSet<> so Contains() and Remove() isn't slow - update methods to iterate through list of sleeping bags per player instead of old global list of all sleeping bags on server
2 Months Ago
further SSS
2 Months Ago
Tweaked some prefabs ground watch, fixing issues on boats
2 Months Ago
merge from main
2 Months Ago
merge from io_boats
2 Months Ago
merge from hackweek_more_tests
2 Months Ago
Fixed DeployVolumeEntityBounds showing editable bounds gizmos, its set to entity's bounds at preprocess
2 Months Ago
Fixed 51 prefabs clipping with the vehicle_large layer, mostly IO stuff again
2 Months Ago
merge from fix_roof_debris -> main
2 Months Ago
Also add debris DeployVolume to the top of the normal roof
2 Months Ago
merge from fix_roof_debris -> main
2 Months Ago
Fix roof placement not being blocked by debris by adding a DeployVolume specifically looking for debris
2 Months Ago
merge from main -> fix_roof_debris
2 Months Ago
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2 Months Ago
Clean: leave a note why we're not running water traces and raycs concurrently Tests: none, trivial change
2 Months Ago
- Region bug fixes - Ensure category button starts counting players again
2 Months Ago
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2 Months Ago
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 2/2
2 Months Ago
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 1/2
2 Months Ago
Swap in improved IOSwitch Icons
2 Months Ago
merge from fix_copy_paste_duplicate_entity/refactor -> main
2 Months Ago
Go through the SetHeld flow for weapon scientists to allow the lights to be turned on by SetLightsOn
2 Months Ago
2 Months Ago
Re-run codegen
2 Months Ago
More WIP: - Store closest regions to our local machine on start up so we can sort via distances to data centres - Fix has known region code - Ensure browser ping estimates are back on false - Region ranking system
2 Months Ago
Update: remove TestLineOfSightBatched unit test as we never implemented the batched version (I think?) Tests: ran all GamePhysics.UnitTests - now they all green
2 Months Ago
merge from main -> fix_copy_paste_duplicate_entity/refactor
2 Months Ago
Correctly clear Busy state on BBS load (again)
2 Months Ago
Fix some cases where scientists were still seeing you too easily through smoke
2 Months Ago
merge from paste_autocomplete -> main
2 Months Ago
List possible paste file names when using `paste` convar with an incomplete filename - don't actually autocomplete so we don't accidently paste a huge build unintentionally