reporust_rebootcancel

136,784 Commits over 4,324 Days - 1.32cph!

6 Minutes Ago
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
15 Minutes 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
18 Minutes Ago
missed consolesystem commit for painting line tool
24 Minutes Ago
Added packet count flushing
28 Minutes Ago
merge cannon_fuse_burn to main
29 Minutes Ago
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
29 Minutes Ago
Skin pass for vagabond jacket
30 Minutes Ago
merge from main
36 Minutes Ago
update from main
39 Minutes Ago
Fix cannon handle spinning due to buoyancy.
41 Minutes Ago
merge from 144620 failed merge
43 Minutes Ago
merge from storepage_boxes
43 Minutes Ago
Restore component box prefab Tweaked cyclegameobject timing
45 Minutes Ago
Apply the door fix to the unused boat door
46 Minutes Ago
added RustRelay ArrayPool to print_arraypool
48 Minutes 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
49 Minutes Ago
merge from boxes_dlc
49 Minutes Ago
Fixed loot not respawning on deep sea ghost ships
50 Minutes Ago
merge from main
52 Minutes Ago
switch to using DecayEntity.GetPrivilege
52 Minutes Ago
merge from main
1 Hour Ago
merge from doors_deploy_fix
1 Hour Ago
Removed old includeAllDoors hack in DeployVolume, unused
1 Hour Ago
Cleanup EntityListScriptableObject, removed unused code
1 Hour Ago
Fixed all doors not deployable on top of prevent building volumes, regression from 141211
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
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1 Hour Ago
merge randomize_seed to main
1 Hour Ago
fixed boat priv issue with boxes, added check for when TC is placed after boxes
1 Hour Ago
Adding burnt fuse into cannon barrel rig
1 Hour 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.
1 Hour Ago
exported 3p batteringram idle anim and enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 batteringram prefab
1 Hour Ago
Merge from Main
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
various stools (4) blockout
1 Hour Ago
clothing box corpse fix pooled string and manifest updated
1 Hour Ago
File changes on the bone knife swing action
1 Hour Ago
clothing box corpse
1 Hour Ago
Optim: Jobs 2 - rewrite BuildSnapshotDependencyChains - fix a bug that caused more snapshots to be sent than necessary (causing massive inflation) - add a couple fast paths, rewrote it to be a single-pass algo - reduced number of pooled lists usage Need to write unit tests for this Tests: with useplayerupdatejobs 2 set from start, loaded craggy and 2.5k procgen world in editor, visited ferry terminal - didn't see anything missing, npcs had weapons and were shooting
1 Hour Ago
Imported and implemented new sounds for the bone club
2 Hours Ago
Fix cannon jitter when reloading and firing at high ping.
2 Hours Ago
removed basically every allocation. pool all the things
2 Hours Ago
exported 3p secretlabs chair idle anim. enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 secretlabs chair prefab
3 Hours Ago
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
merge cannon_fuse_burn into main
3 Hours Ago
Fix cannon reload camera animation looping back into itself.