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6,956 Commits over 851 Days - 0.34cph!

29 Days Ago
merge from deepsea_loot_balance
29 Days Ago
Rewrote the AI generated deep sea convar descriptions because holy yapping
29 Days Ago
merge from deepsea_loot_balance
29 Days Ago
Tweaked deepsea rhibs loot, less guns, removed the common scientist loot (pickaxe, green card, flares)
29 Days Ago
Fixed deep sea sulfur ore fields respawning metal
29 Days Ago
merge from main
29 Days Ago
First pass of a raiding test recorder
29 Days Ago
merge from main
29 Days Ago
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29 Days Ago
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29 Days Ago
merge from horse_rpc_fix
29 Days Ago
Fixed horse spamming CLIENT_HorseUpdate rpc to every clients in range constantly It was supposed to run only when necessary
30 Days Ago
merge from f1tools_demo_fix
30 Days Ago
Stop sending global.AdminUI_FullRefresh every time an admin open the F1 menu We only do it once now, when opening the F1 for the first time. Then only when opening the admin tab
30 Days Ago
Fixed F1 menu tools tab not showing in demos
30 Days Ago
NRE fix for UI_Store.OnWarmupPage when the manifest is null
30 Days Ago
merge from store_nre_fix2
30 Days Ago
Fixed TestRunnerWindow error when opening foldouts CTRL + Click on an asset path parameter pings the asset in the project window Added to right click context menu too
30 Days Ago
Better logging on RustTestFixture::SpawnEntity
30 Days Ago
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30 Days Ago
Removed old AiManagedAgent class, old and useless Subtracted 150385
30 Days 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)
30 Days Ago
Updated seismic sensor levels: - Mortar Shell: 2 - Fragmentation Mortar Shell: 1 - Cannonball: 1
30 Days Ago
Fixed OOB error on testscenario_rocketsplash5_turretpod
30 Days Ago
merge from automated_testing
30 Days Ago
merge from automated_testing/export_optims
30 Days Ago
Use Parallel and other crazy shit for allPrefabsWithMeshColliders/allPrefabsWithParticleSystem - 28s -> 4.3s Same for allBaseCombatEntityPrefabs - 4s -> 300ms + some micro optims in other tests
30 Days Ago
Added Export button to tests right click context menu, re-exports the given fixture and append changes to the test list Bypasses the big ass export, its near instant depending on what you refresh Test list is now sorted alphabetically so using the context menu doesnt shuffle things around Fixed typo that included all editor tests to the server CI test list
30 Days Ago
Added a cache for FindPrefabPathsByLabel so two calls on the same label in the same export run are free
30 Days Ago
Refactoring and cleaning up TestListExporter Added some timing logs, helps finding the slowest param resolutions
30 Days Ago
Forgot to refresh the test list
30 Days Ago
merge from automated_testing
30 Days Ago
Triangle bug splash test fixes Moved one turretpod case to trianglebug
30 Days Ago
merge from automated_testing
30 Days Ago
merge from main
30 Days Ago
Fixed tutorial completed commands not running quietly
30 Days Ago
merge from automated_testing
30 Days Ago
merge from automated_testing/raiding
30 Days Ago
Another raiding test and some inspector tweaks
30 Days Ago
Finally fixed the flaky raiding tests
31 Days Ago
Use SelectableLabel in the test runner window details panel so we can copy text there too Added copy name/copy details context menu
31 Days Ago
Added context menu to test case and fixtures in TestRunnerWindow - Open source file - Copy CTRL+C also works
31 Days Ago
Added ParameterDisplayName in test results and test lists, let us format struct parameter in a nicer way
31 Days Ago
Raiding tests fixes Added impact pos prediction and splash radius gizmos
31 Days Ago
Some TestScenario_RocketSplashDamage refactoring Added 3 new tests checking the triangle splash bug
31 Days Ago
Copy paste preview improvements, we now spawn building block conditional model using the saved modelstate Some cleanup
31 Days Ago
merge from automated_testing