reporust_rebootcancel

158,047 Commits over 4,566 Days - 1.44cph!

2 Months Ago
Fix rustnav.setnumthreads bugs
2 Months Ago
Add gibs to the DM wooden loot crates DM Construction Resources, DM Res, DM Medical and DM Food now break apart when emptied instead of vanishing. All four use the same wooden loot crate model, so they share a single gib source (WoodenCrate1_GIBs). Each prefab's own Gibbable points materialSource at its body renderer, so the gibs keep that crate's label material instead of the generic shared one. scaleOverride is 0.8 to match the scaled prefab roots, so pieces spawn at the right size.
2 Months Ago
Fix IsPaused collection-modified exception in RustNavMeshAgent
2 Months Ago
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
2 Months Ago
triangulated workshop source for wood armor gloves
2 Months Ago
Fix character creator page setup
2 Months Ago
Setup 3 new clan related achievements
2 Months Ago
different colour variants of glass AR
2 Months Ago
- deleted old anim folder - added bespoke animator for subsystem - set up subsystem and curves for one arm/two arm mask and blends - Updated 3p anims with correct prop rotation - re-zero'd rotations in entity prefab - added anim events for sounds - updated viewmodel animator naming
2 Months Ago
merge from main
2 Months Ago
Add support to select race
2 Months Ago
UI - More layout - More styles
2 Months Ago
Build libs for all platforms
2 Months Ago
Fix compile errors from the merge
2 Months Ago
Setup a system for fixed square cells in flex grids, so theres no need to compute gap and column count to get it exactly square
2 Months Ago
Adding hide events for glass ak magazine
2 Months Ago
Merge navpos
2 Months Ago
Fix tiger charging forever at the bottom of vine trees
2 Months Ago
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2 Months Ago
merge from abyss torch updates branch
2 Months Ago
merge from waterpipe_spawning_rework - Water pipes now spawn along the road spline similarly to how monuments do, making them more consistent in spawning, and more predictable - Pipes now avoid Monument Prevent Building colliders themselves instead of the Boundsx2 of the Monument - Lessened restrictions on terrain when determining where the pipes can spawn - Tuned up the pipes prefab, removed some anchors, fixed terrain raise/set order, etc...
2 Months Ago
tweak numbers for generation distances
2 Months Ago
Glass AR - fixed worldmodel sorting issues with other in game glass objects
2 Months Ago
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
2 Months Ago
Merge: from vehicle_pooling - Buildfix for BallistaGun
2 Months Ago
Buildfix: wrap Ballista private members in relevant mode guards Tests: ran compile test
2 Months Ago
cleanup and set values to palce pipes closer together, still only 20 on 4k map
2 Months Ago
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
2 Months Ago
Possibly fix a ModularCar.DoDecayDamage server error caused by vehicle pooling
2 Months Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder - Deleted erroneous vm_flashlight prefab
2 Months Ago
Merge: from hackweek_unsafescriptingaccess - New: utility to bypass Unity's thread safety checks and conditionally execute code in async (Unsafe.UseMultithreadedScripting convar, def 1) Tests: unit tests, manually built & ran all flavor combinations of executables, tried mac and win editors
2 Months Ago
Update: grab binaries from the merged PR - addesses review feedback, functionality is same Tests: ran unit tests on Win
2 Months Ago
merge from vehicle pooling
2 Months Ago
merge from main
2 Months Ago
a lot more resets for vehicles, undo a bunch of generic animator resets for poolables(its way easier to just reset parameters inside of individual scripts. add automated pooling tests for all vehicles (spawn -> mount -> move -> respawn a couple of times -> validate its clean back in the pool)
2 Months Ago
worldmodel and static prefabs updated with new model
2 Months Ago
Update: mark UseMultithreadedScripting explicitly defaulted to enabled It kept disabling it despite underlying var being enabled Tests: booted into craggy, looked at var state in console
2 Months Ago
initial pass at reworking how pipes spawn along roads
2 Months Ago
Update: codegen Tests: none
2 Months Ago
WIP on large randomised rooms for train tunnels - control room and boiler room so far. Added placeholder blockouts for specific, bespoke props we'll need. Exploring look dev and room layout. Updated manifest
2 Months Ago
Clean: unify style, add comments Tests: none, trivial changes
2 Months Ago
Merge from launchsiren
2 Months Ago
Fixes
2 Months Ago
Imported new sheep lod to help with LOD issue. Updated prefab to help with LOD issue
2 Months Ago
Clean: missed meta file deletion Tests: none, trivial change
2 Months Ago
Update: move UnsafeScriptingAccess to Facepunch.Unity - add unit tests - delete old TLStest and it's scene Tests: ran unit tests
2 Months Ago
Tiles setup
2 Months Ago
Code support for siren light. Hook up to control computer in the launch site scene/prefab. S2P launch site
2 Months Ago
Merge: from main
2 Months Ago
icon transparency tweaks