reporust_rebootcancel

137,066 Commits over 4,474 Days - 1.28cph!

2 Months Ago
merge from main
2 Months Ago
reinforced workbench upgrade explosiveResistance 0.5 -> 0.2
2 Months Ago
merge from computer_io_no_passthrough
2 Months Ago
merge from throwable_aim_stuck_fix
2 Months Ago
merge from heldentity_anim_fix
2 Months Ago
update from player_rig_update
2 Months Ago
Use target normal when placing mortars, it now displays the correct terrain/angle error toast
2 Months Ago
fix power draw for twitch rivals computer desk
2 Months Ago
update from main
2 Months Ago
clean up thrown darts after a timer
2 Months Ago
Prefabbed up Kiosk B structure + decals as were still only models, plus prefab setup. LOD3s for Kiosk A, B, C (batched together). Removed obsolete kiosk C blockout.
2 Months Ago
merge from store_may_fixes
2 Months Ago
merge from electricfurnace_gibs_fix
2 Months Ago
merge from spectate_map_fix
2 Months Ago
merge from doorcontroller_wiring_fix
2 Months Ago
merge from deepsea_vendingmachine_leakfix
2 Months Ago
Assigned Mat to fbx
2 Months Ago
Added LODs to ballistic/bdu items, created worldmodels and icons for shirt, pants and vest.
2 Months Ago
Update: add debug only sentinel writing to playerInfos and playerSegments Tests: ran unit tests
2 Months Ago
merge in
2 Months Ago
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2 Months Ago
Update colliders on industrial garage door to exactly match those on original door
2 Months Ago
exported edited 3p holdtype jog/run animations from jerrycan to mp5
2 Months Ago
Bugfix: fix tick being written to an index that didn't account for growth Tests: all unit tests pass
2 Months Ago
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth Tests: ran new test - fails as expected
2 Months Ago
fix 3rd person dart throw
2 Months Ago
Bugfix: avoid out of bounds read when growing array due to tick capacity exhaustion Tests: ran unit tests - no more failures (but there's an extra known bug)
2 Months Ago
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point Tests: ran unit test
2 Months Ago
Remaining cookies
2 Months Ago
cleanup, compiler fix
2 Months Ago
Update(tests): Adding TestTickGrowth - accumulates ticks past capacity This one catches out of bounds read during growth (but not the one expected) Tests: ran unit test
2 Months Ago
rework checks for determining which player is at the board, now uses userids and cached BasePlayers
2 Months Ago
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
2 Months Ago
Update(tests): add TickInterpolatorCache stress unit test Slams 10k operations on it(add/remove player, move player, reset) - doesn't catch issues Tests: ran new test
2 Months Ago
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
2 Months Ago
Buildfix: missing files from previous submit
2 Months Ago
Scene backup
2 Months Ago
Neon prefabs to default layer for ref probe purposes.
2 Months Ago
Clean: minor reaorganization + comments Tests: unit tests
2 Months Ago
Thicker door frame for entrance
2 Months Ago
gantry clean textures
2 Months Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
2 Months Ago
fix guard checks for when no player is mounted
2 Months Ago
Entrance a / removed overlapping geo
2 Months Ago
merge from main
2 Months Ago
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
2 Months Ago
- Temp fix the electric furnace skin rendering in twitch drops - Get the workshop render to spill the beans when something doesn't work
2 Months Ago
cleanup rocket splash scenario prefab properly
2 Months Ago
Restore checking for playermodel persist anim next frame, current frame is too early for the animator states to have been updated Adjust clear playermodel anims to be slightly before the end of the bandage and syringe anims as they weren't being invoked at the very end
2 Months Ago
A, B, C lighting prefabs. Layer stuff for remaining interior shells. Scene backup.