reporust_rebootcancel

135,513 Commits over 4,474 Days - 1.26cph!

2 Months Ago
Remove GPU device check testing functions and command Revert terrain culling ConVar back to admin
Rin
2 Months Ago
merge from main
Rin
2 Months Ago
Restrict Mortar from primitive
2 Months Ago
Merge from main
2 Months 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
2 Months 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
2 Months Ago
mortar sounds
2 Months Ago
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
2 Months Ago
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
2 Months Ago
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
2 Months Ago
Add a warning to the state sync editor if the state name is incorrect
2 Months Ago
Fixed lower case Attack on StateSync components (sks and paintball gun)
2 Months Ago
Removed old AiManagedAgent class, old and useless Subtracted 150385
2 Months Ago
Ammo type ui icons & colour consistency fixes.
2 Months Ago
Setup anim events for toggling visibility of arrows on worldmodel
2 Months 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)
2 Months Ago
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
2 Months Ago
Merge from main
2 Months Ago
merge from fix_assetscene_deepsea -> main
2 Months Ago
Potential fix for zombie NRE on _agent == null in tests
2 Months Ago
Potential fix for zombie NRE on _agent == null in tests
2 Months Ago
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2 Months 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
2 Months Ago
Fix zombies breaking automated tests
2 Months Ago
Fix zombies breaking automated tests
2 Months Ago
fix ColorEx WithHDRIntensity, missing alpha copying
2 Months 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
2 Months Ago
testlist
2 Months 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
2 Months Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
2 Months Ago
Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
2 Months Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
2 Months Ago
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
2 Months Ago
Fix tutorial bear and unused sharks causing errors with new navmesh
2 Months Ago
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
2 Months Ago
Merge from workbench_upgrades (Recycle balance pass, description updates)
2 Months Ago
Merge to workbench_upgrades
2 Months Ago
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
2 Months Ago
Added Ballistic helmet model, material, and textures. Set up prefabs.
2 Months Ago
Synch trajectory lock state correctly for all control paths.
2 Months Ago
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
2 Months Ago
Salvaged Cleaver audio file tweaks
2 Months Ago
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
2 Months Ago
industrial garage door - minor texture tweak
2 Months Ago
Adding extra wheel joints for bowless crossbow world rig
2 Months Ago
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
2 Months Ago
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
2 Months Ago
Placeholder UI tweaks. Convar descent time. Rework UI flow.
2 Months Ago
switched GPU instancing on
2 Months Ago
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters