reporust_rebootcancel

139,738 Commits over 4,383 Days - 1.33cph!

Today
Some niche fixtures that I missed. Scene
Today
merge from main -> apartment_complex_monument
Today
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Today
Add apartment vendor to monument
Today
Fix apartment room prefabs
Today
Configure apartment vendor
Today
Conversation
Today
More functionality and fixes
Today
Lumberjack entity pickaxe fixes - fixed z fighting issues - updated lod settings - updated holstered position to fix clipping
Renamed bitumen roof, window atlas and glass block textures to use new naming conventions
Male head re-exports to fix lods missing extra UV channels
Today
Merge: from main
Today
Merge: from triggerparent_jobs_isinside - Buildfix Tests: built server locally
Today
Clean: add a reference to unity's issue tracker Tests: none, trivial change
Today
Buildfix: use JobHandle.IsValid extension instead of comparing to default directly - add the above extension Tests: built server locally
Today
Apartment vendor conversation
Today
ApartmentBuilding.cs implements actual logic ApartmentVendor.cs checks
Today
Add conversation conditions for being able to rent, upgrade or checkout from your apartment rooms - filter based on enum size of room - add support in inspector for the new conditions Couple small improvements to the conversation dialog graph - show "Invert" checkbox below condition value - add left margin so the condition vs action is clearer Evaluate condition conditions inside ApartmentVendor so the functions aren't buried inside ConversationData.cs
Today
Fixed the issue with not being able to get the near plane for cached spot light shadows
Yesterday
Update: turn GamePhysics.DefaultMaxResultsPerQuery into a server var - breaking API changes for GamePhysics.CheckSpheres, CheckCapsules, EnvironmentManager.Get - Ran codegen Tests: none, trivial change
Yesterday
merge from playerrigupdate2
Yesterday
renamed new binocular texture sets to conform to the new standard
Yesterday
add menu option for no power to show computer cant work without, add item info for power draw
Yesterday
Disabled base layer AO in plywood painted mat to remove weird shadows. Additional shop neon sign
Yesterday
Fixed NRE in pants.knightarmour
Yesterday
Improve null checks (not only check if parent nav is null, but also if it's build, and if the build did not fail)
Yesterday
Fixed the variance shadow map filtering for cached shadows
Yesterday
merge from playerrigupdate2
Yesterday
Remove "todo" comment
Yesterday
Rename overrideDirection to overrideDirectionWS to make space clearer
Yesterday
Akin pass for scarecrow outfit
Yesterday
Fix rotation treating navspace as worldspace in move()
Yesterday
*Fix nav sample not respecting parent navmesh transform for fallback physics query *Start abstracting space transforms so only the agent worries about the spaces, not the fsm, less boilerplate and hopefully less room for mistakes
Yesterday
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Yesterday
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Yesterday
Converted the min and max framerate settings for cached shadows to convars as they shouldn't be set per light
Yesterday
setup 3p/world model anims for crossbow bowless weapon
Yesterday
Fix workbench inventory eating scrap
Yesterday
Prefix all logs so it's clear which one come from unity navmesh and from the new navmesh
Yesterday
Merge from new_achievements_apr26
Yesterday
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)
Yesterday
merge from main
Yesterday
Fixed baked AO in painted trims due to new option added
Yesterday
merge from split_dump_command
Yesterday
Add IK hand blending to mortar reload anim, fix shell not being visible during loading(still needs offset/rotation adjustment)
Yesterday
Remove unused vars
Yesterday
Merge from main
Yesterday
Cherry Picked 148132 (Added an Apply Vertex Alpha setting to the detail layer of the standard shader)