reporust_rebootcancel

135,165 Commits over 4,444 Days - 1.27cph!

2 Months Ago
edited ik hand/feet positions on magnet crane entity and sled ik hand/feet positions on sled seat prefabs
2 Months Ago
some more marketplace, rejigged trees to produce a bigger focal point
2 Months Ago
Update: move Utils Measure routines to Facepunch.System.Tests - also make it auto-referenced Tests: compiles
2 Months Ago
FX debug setup. Alt ammo prefabs.
2 Months Ago
Refactor to GetInstalledUpgradeMods.
2 Months Ago
merge from main
2 Months Ago
merge from mortar_prototype
2 Months Ago
merge from playerboat_testfix
2 Months Ago
Add placeholder sound effects to mortar shots
2 Months Ago
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
2 Months Ago
Unify naming conventions, everything is now called RustNav
2 Months Ago
marketplace set dressing - some more iterating, more work needed on front street end
2 Months Ago
Merge: from sanitize_specatating_players - Bugfix for NRE spam when spectate mods don't correctly setup spectating Tests: none, trivial change
2 Months Ago
Bugfix: ServerOcclusion - add defensive checks for suspected spectate mods The mods should be fixed, but at least it won't put servers in a weird state. Tests: none, trivial change
2 Months Ago
Update error messages to mention the command line argument rather than the convar
2 Months Ago
- Fixed binocular overlay from sticking around on reconnect - Fixed binocular overlay firing material changes into plastic
2 Months Ago
Fixed WorkshopCameraKeybindAnchor still using old input system Updated WorkshopEditor scene to remap the inputs
2 Months Ago
Merge from main
2 Months Ago
merge from automated_testing
2 Months Ago
Didnt save
2 Months Ago
Fix mortar indicator not cleaning up on disconnect
2 Months Ago
Merge from Main
2 Months Ago
New Sounds added for the Salvaged Cleaver refresh
2 Months Ago
Disable new navmesh by default, use command line argument "-useNewNavmesh" instead of convar to make it impossible to change at runtime (as it's not supported)
2 Months Ago
Bowless Crossbow - added worldmodel with arrow mesh for 3p rig
2 Months Ago
main -> server_browser_update_2
2 Months Ago
fix dodgy merge
2 Months Ago
binoculars_fix -> main
2 Months Ago
Merge from workbench_upgrades
2 Months Ago
Add poolable to upgrade visuals
2 Months Ago
- Codecleanup - New binocular effects toggle at night
2 Months Ago
Flagged tests that need to be ignored by CI
2 Months Ago
Batchmode testrunner is now using a dedicated CI testlist by default, can be overriden with any testlist by adding a path to the +autotest command line CI testlist is generated when we generate the regular test list Tests can be excluded from CI with the ExcludeFromCI attribute Test parameter can be filtered too with FilterForCI in TestParameterSource
2 Months Ago
Do not build the unity navmesh when in recast mode
2 Months Ago
Assert inside all recast methods that the useUnityNavmesh is false
2 Months Ago
Progress on parquet floor (replacing concrete floor) in penthouse apartment
2 Months Ago
Fix generic overlay scaling causing mortar UI to scale the wrong way
2 Months Ago
Add reset static fields to base screen shake
2 Months Ago
merge from main
2 Months Ago
Quick icon panel cleanup. Static RPC guard.
2 Months Ago
merge from main
2 Months Ago
merge from placement_ignoreentity
2 Months Ago
Added an ignore entity field to Construction.Placement that can be used by socket mods down the line This allows us to ignore the entity being upgraded/reskinned when running SimpleUpgrade::IsUpgradeBlocked. Fixes large furnace reskins always failing
2 Months Ago
Make useUnityNavmesh convar only work on server start, do not build recast navmesh if it's set
2 Months Ago
mortar anim updates
2 Months Ago
Merge from SalvagedRecycle - Fixed salvaged workbench upgrade not recycling into anything
2 Months Ago
- Stop unity complaining about main tex - Ensure ping markers show up
2 Months Ago
Fixed salvaged workbench upgrade not recycling into anything
2 Months Ago
marketplace set dressing backup
2 Months Ago
Remove unused WS methods, fixed more usages of subNavmesh in unity mode