reporust_rebootcancel

138,234 Commits over 4,352 Days - 1.32cph!

Today
merge from new_console-ui
Today
Moved new error overlay to the OverlayCanvas
Today
Restored loading screen
Today
Restored OverlayCanvas size (perf text, branding and legacy error overlay)
Today
merge from main
Today
merge from memcell_shortcircuit_tests
Today
Added new memory cells tests to cover short circuits
Today
merge from itemicons_compression_fix
Today
All item icons tagged with the ItemIcon label + changed all their compression format to DXT5|BC3 (from BC7), fixes the compression artifacts
Today
ItemDefinition DoPrepare now adds the ItemIcon label to its icon sprite
Today
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Today
merge from skinviewer_easter
Today
Skin viewer resolution is now matching the resolution set in the graphics settings (clamped to 4K)
Today
Fixed skin viewer lighting rig not toggling themselves correctly sometimes
Today
Updated bunny costume in the skin viewer
Today
merge from main
Today
merge from new_console-ui
Today
merge from main
Today
Compile fixes
Today
Fix error from changing quality when terrain buffers have not been created
Today
Merge from egg_demo_fix
Today
Easter and halloween event UI can now be left active, the appropriate UI will turn on based on the active event Saves us switching them over twice a year
Today
Merge from egg_demo_fix
Today
Better fix for Top bunnies leaderboard in demo
Make errors more see-through
Today
Merge from egg_demo_fix
Today
Remove EggUpdater, replace with a PersistentObjectWorkQueue Unsure how this is breaking in builds, at lteast this is a simpler approach
Error UI: - Dont force uppercase - Allow turning off amount object again
Ensure new error panels alpha is auto set to 1
Attempt to scroll auto complete when navigating
Prevent new error ui from autowiping its errors depending on alpha state
Autocomplete now shows in a scroll
Today
Added an Attachment label, use this to populate the Icon Renderer
- Enter only intercepts if the user has navigated to a suggestion with the arrow keys. If they just typed a command and hit Enter directly, it submits as normal. - Added a console command to test NRE's
Pressing enter on autocomplete entries submits them to the console input field
Add light/dark rows to the command list
Today
Fix missing attachment slot on manager Add ownership check to Picker
- Mark convars that are methods with [METHOD] in autocomplete + Command List - Add a scrollbar to console - Clamp command list scroll instead of elastic - Refactor autocomplete logic - put it all in a single script - Reposition auto completes so they go top to bottom now
Today
Update attachment visibility if player changes perspective
Today
Fix height sample double scaling
Today
Add TerrainData static property on TerrainMeta Remove the Terrain static property Fix server nre Add heightsampling method with terraindata Simplify TerrainRenderer operations
Today
Cache animation clip values on the RootMotionData class, access those instead of the direct animation clip at runtime Strip all AI meshes from the server (including animations)
Today
Merge from hackweek_server_mesh_cull
Today
Compile fix
Today
Commit 2/2
Today
Added an editor test to check all mesh colliders on every prefab in the project for the r/w flag This is going to be a trickier issue to debug now that non r/w meshes are being stripped from the server - in the past they would throw an error on startup which would make it easy to find offending meshes, but now they will just not collide with anything Checks 4095 prefabs, takes about 10 minutes Enabled r/w on 32 meshes, test passes Commit 1/2 because of plastic
Today
merge from store_steamdown_fix
Today
Show store connection issue modal if GetItemDefinitionsWithPrices returned null
Today
Merge from main
Today
ignore .DS_Store in Rust.RenderPipeline git repo