reporust_rebootcancel

153,669 Commits over 4,536 Days - 1.41cph!

13 Days Ago
merge from main
13 Days Ago
Standardize navmesh door benchmark to follow same conventions as agent path following benchmark
13 Days Ago
merge from monument_blocker_explosive_ammo_fix
13 Days Ago
Fix explosive ammo not dealing any damage to monument blockers
13 Days Ago
merge from skin_pooling_fix
13 Days Ago
Fix pooling bug causing random skins to appear on deployables
13 Days Ago
merge from glass_ar
13 Days Ago
Fix siege towers doors, better behaviour for NPCs when door is slammed on them
13 Days Ago
fix annoying high freq metal clink in one heavy plate footstep
13 Days Ago
tweak gib phys materials on some monument blockers so they play better destruction sounds add thin metal destruction sound for trolley and vent cage gib stages
13 Days Ago
flashlight refresh sounds
13 Days Ago
large medkit sounds
13 Days Ago
heavy plate armor movement sounds
13 Days Ago
loot crate refresh gib sounds
13 Days Ago
glass ak sounds
13 Days Ago
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13 Days Ago
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13 Days Ago
slightly improved the quality of the vending machine texture & improved the cable faceting. Re-implemented the internal shadow box to fake the interior depth but this time merged it to the vending machine geometry, reducing a draw, and also allows me to change the culling mode on the vending machine material from 'off' to 'Back'. This means that the Vending machine no longer renders every triangle twice. This would have also affected the gibs too that inherit the same material.
13 Days Ago
Rewrite some navmesh door bug repro test that passed even without its fix
13 Days Ago
some additonal settings to carry over
13 Days Ago
chinook locked crate optimisation crates + cage combined into one mesh with a single MeshLOD (1/5/15/25, cull 150) chainlink merged into one mesh renderers 16 > 9 LOD components 11 > 4 objects 48 > 40 draw calls 10 > 4 up close, 3 past 20m fence tris 1,000 > 10 tris at 25m 4,064 > 1,032
13 Days Ago
merge from render_pipeline_testing
13 Days Ago
oops client guard
14 Days Ago
Fixes - fix typo in URL - indicate when client is on the main menu (crashing ingame vs disconnecting from server then crashing) - cleanup modded framework check, just read the server tags instead of looking for Oxide.dll loaded
14 Days Ago
merge from render_pipeline_testing
14 Days Ago
fix black player eyes in BRP in bandit camp (leaking spatial env volume shader props between cams), add pass to clear env volume shader props in RRP as well
14 Days Ago
Merge from main
14 Days Ago
Fixed mags not dropping in 3p for abyss ak, ice ak & space lr300
14 Days Ago
Tests
14 Days Ago
Upload the crash dumps to our backend now that the crash handler is fixed - uploads client & server crashes, modded or vanilla then we filter on backend - write state of session every 30s and on scene changes: when the crash actually happens we won't have a chance to write the latest state
14 Days Ago
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14 Days Ago
merge from main -> optimize_json_garbage
14 Days Ago
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14 Days Ago
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14 Days Ago
Big ass pass on all IO electricity tests: - Consistency, new tests and fixes - Added ScopedSky - Moved the save and restart utils to RustTestFixture, started using it for other tests
14 Days Ago
russian roulette - updated textures, mostly there just some polish to do
14 Days Ago
Improve navmesh doors perf
14 Days Ago
Update: add store.unloadAssets convar, default true Controls whether hiding store unloads assets or not. To re-enable requires restarting the game Tests: navigated store in bundled editor with convar disabled
14 Days Ago
Merge from salvaged_hammer_refresh_sounds
14 Days Ago
merge vehicle pooling to main
14 Days Ago
Added new sounds for some of the new Salvaged Hammer actions
14 Days Ago
merge demo ui 2 to main
14 Days Ago
Bugfix: fix disconnect flow causing double unsubscribe - introduce UI_Windon::OnVisibilityChanged - move all the sub/unsub code to it Tests: editor and standalone, connected to server then disconnected. tried connecting to bad ip while on store page
14 Days Ago
Work on Vendor A Shell (for train tunnels, randomised rooms). WIP kiosk (blocking materials and shapes in)
14 Days Ago
refactor critter interest overrideable methods rework how frogs try to find shallow water to croak in
14 Days Ago
pool_ball_moving_fix -> main
14 Days Ago
Fix pool ball velocity creeping into the next shot
14 Days Ago
New preview positions - way better
14 Days Ago
- updated Sheep LODs. added LODs for the Calf. assigned correct material to sheep lod in prefab.
14 Days Ago
ocean wreck buoys - combined the seaweed and mussels on all three renderers 128 > 23 across the three LOD components 115 > 8 gameobjects 153 > 48 prefabs 482kb > 124kb