reporust_rebootcancel

111,294 Commits over 3,928 Days - 1.18cph!

4 Months Ago
merge from main
4 Months Ago
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4 Months Ago
radioactive_water -> world_update_2
4 Months Ago
Attempt to fix an incorrect GUID error
4 Months Ago
Ensured belt and main inventory on the player do the correct checks. A container filled or refilled in inventory should now correctly notify the rad check system.
4 Months Ago
Made new method called on containers when a child changes radioactive amounts Ensures containerBelt and containerMain do rad checks at the correct times.
4 Months Ago
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
4 Months Ago
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing) You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging Fix wolves charging despite fire in some circumstances
4 Months Ago
Fix wolves not playing growl anim anymore when startled by fire (regression) Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
4 Months Ago
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
4 Months Ago
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4 Months Ago
Fix wolves not stopping eating when friend nearby gets hit (bros before steaks) Fix wolves often charging instead of circling Fix wolves barking mid fight when very close Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
4 Months Ago
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
4 Months Ago
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progress
4 Months Ago
Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
4 Months Ago
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4 Months Ago
Merge: from main Tests: built all modes in editor
4 Months Ago
Shield feedbacks
4 Months Ago
Update: Disable ItemPooling on Client and make server on by default - Controlling variable is no longer replicated to client. Client-side item handling is very lax and would need substantial changes. I don't want to hold up serverside release to get the full package out, I'd rather relase it bit by bit (and less risk of volatility). Tests: Did all tests with both enabled and disabled server-side Item pooling - Built all modes in editor. - Tried reproducing 2 original bugs - didn't work. - Loaded up a save that used to lead to a bug - didn't happen. - Tested in local 2p session on Craggy - could kill, loot, equip and see changes on characters. - Logs enabled through entire process - client didn't try to explicitly cleanup items (since disabled, as intended). - Validated that it's possible to launch with command line disabling item pooling. - Validated that it's possible to override item pooling with executable args
4 Months Ago
Update: added ItemManager logging of Item's lifecycle - level 1 reports creation, loading and removal - level 2 reports scheduling for removal Tests: ran locally in the editor, switched items, dropped gear, looted existing containers. Checked that we get logging related allocs, but they're small (and I can remove them a bit later)
4 Months Ago
Merge from main
4 Months Ago
Subtracting S2P launch site (world_update_2 conflict)
4 Months Ago
Tightened anchors for cliff_hills_large_c and large_f
4 Months Ago
Skin bundles
4 Months Ago
merge from world_update_2
4 Months Ago
Addd AO maps for all medium and large rock formations Unfiied the look of all rock textures
4 Months Ago
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4 Months Ago
Null check on water visibility grid, should stop scene issues with terrain (didn't catch it was executed in edit mode as well)
4 Months Ago
Bugfix: Rcon no longer waits for first command to start broadcasting log messages Tests: Connected to server via test RCon page - started seeing output immediately
4 Months Ago
New: RustLog utility - consistently formatted logs with conditional output - Extracted from BaseMonoBehavior, with forwarding of it's logs to RustLog - Added Item category We have scenarios where we have categorized logs in cases where we don't have BaseMonoBehavior available(Items) - this fills that niche. Tests: Built all modes in editor. Ran with Network logging enabled - saw expected output. RCon page was good.
4 Months Ago
Update: regenerated ItemManager.EnablePooling command Forgot to do it in previous submit Tests: none, trivial change
4 Months Ago
Merge from world_update_2
4 Months Ago
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
4 Months Ago
Convert existing darts to use dartmod
4 Months Ago
Update: ItemRemove now schedules self recycling on Client - subject if ItemManager.EnablePooling is set or not This can automatically handle cases where we have client-side WorldItem & ItemContainers storing client-side items(amortizes synchronization) - but needs code fixing for that. Tests: Tested dropping items(with pooling disabled it's ok, with enabled it's borked), equipping armor(same) - will fix in next CLs
4 Months Ago
wip dartmod
4 Months Ago
bumped exception report message max size to 600 and tied it to a convar (can't be set lower than the original maximum) - this codegen also includes the new servside ragdoll default convar from 104903
4 Months Ago
Merge: from main Tests: Build Server mode in editor, all good
4 Months Ago
Clean: comment explaining Client-side exclusive ItemManager use Tests: none, trivial change
4 Months Ago
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4 Months Ago
Merge from main
4 Months Ago
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4 Months Ago
Merge: from main Tests: editor build for all modes(Server borked, but fix coming)
4 Months Ago
Bugfix: Don't leak pooled lists in RunInRadius<T> Thanks for the report! Tests: ran admin commands that would generate a leak - no more.
4 Months Ago
Merge from main
4 Months Ago
More backups
4 Months Ago
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