reporust_rebootcancel

141,391 Commits over 4,383 Days - 1.34cph!

Just Now
merge main -> rust_relay_server
Just Now
made AttemptRestart a little bit more robust
5 Minutes Ago
merge from automated_testing
5 Minutes Ago
Test list
6 Minutes Ago
Moved cooking tests out of if UNITY_EDITOR Renamed the tests
13 Minutes Ago
merge main -> rust_relay_server
13 Minutes Ago
ensure sendThread can start up if disabled from start
19 Minutes Ago
better property mismatch logging
32 Minutes Ago
merge from main
33 Minutes Ago
merge from automated_testing
33 Minutes Ago
CI testlist
34 Minutes Ago
Excluded some prefabs from BaseCombatEntity tests Test list
43 Minutes Ago
Test list
44 Minutes Ago
Sprinkler tests cleanup and fixes
1 Hour Ago
added shell fragmentation texture bc variant, added variant icon updated fragment mortar prefab linking new icon
1 Hour Ago
moved props layer away from the street furnished bathrooms in apartments with latest set
3 Hours Ago
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Don't allow the spraycan to open the reskin menu if the only available skin is the current redirect and the base item is hidden
4 Hours Ago
Reapply AnimatorOverrideUpdater Create a new 3p_idle_unarmed_pose - a single frame version of 3p_idle_unarmed Use that on the upper body idle, update all of the overrides accordingly
4 Hours Ago
Subtract 150051 (introduced stepping issues)
Today
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binoculars_fix -> main
Ensure range transform respects ui scale
Shader uses a grab pass rather than using OnRenderImage (fixes issues like being able to see through water) - Tick lines now use a fixed pixel size rather than using uvs under the hood - Main lines now base their pixel size of the lens circles
Today
Fix invisible collider on mortars blocking mounting/restricting movement, Fix first person animations on mortar, override eye position to fix animators moving it back in Update.
Player seed work
Today
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Today
Added a new Animator Override Updater tool to batch update overrides when replacing an animation on the base player animator Since overrides work by overriding clips (not states) replacing the clip breaks every override that was referencing that clip This automates the process of hooking them all up Replaced the stance-idle clips in the Idle/Aiming blend tree with 3p_idle_unarmed and then ran the updater, updated 141 override controllers
Today
Adjusted mortar guidemesh to face the correct way
Today
merge from automated_testing
Today
Auto turret target death and item giving fixes
Today
Skip items that have already been removed in RustTestFixture::KillSpawnedItems
main -> PlayerRigUpdate2
Today
merge from main -> optimize_plant_lod_wind
Today
Fix berry bush seedling being missed by previous optimizations
Today
Roses - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
magazine_look_angle_fix -> main
Today
Potatos - disable motion vectors on all LODs
Today
Corn - disable motion vectors on all corn prefabs
Today
Plants spawned via `spawnplants` will have their grown paused so they stay the same stage
Today
Add `spawnplants` command that will spawn every stage of every plant in a grid
Fix magazine dropping and other world space parent to bone weapon effects from not respecting object angles
Today
merge from automated_testing
Today
Include AutomatedTests prefabs in the bundles
Today
Audio changes for the Salvaged Cleaver rework