reporust_rebootcancel

140,064 Commits over 4,505 Days - 1.30cph!

11 Days Ago
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
11 Days Ago
Merge: from vehicle_pooling - Buildfix for BallistaGun
11 Days Ago
Buildfix: wrap Ballista private members in relevant mode guards Tests: ran compile test
11 Days Ago
cleanup and set values to palce pipes closer together, still only 20 on 4k map
11 Days Ago
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
11 Days Ago
Possibly fix a ModularCar.DoDecayDamage server error caused by vehicle pooling
11 Days 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
11 Days 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
11 Days Ago
Update: grab binaries from the merged PR - addesses review feedback, functionality is same Tests: ran unit tests on Win
11 Days Ago
merge from vehicle pooling
11 Days Ago
merge from main
11 Days 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)
11 Days Ago
worldmodel and static prefabs updated with new model
12 Days 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
12 Days Ago
initial pass at reworking how pipes spawn along roads
12 Days Ago
Update: codegen Tests: none
12 Days 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
12 Days Ago
Clean: unify style, add comments Tests: none, trivial changes
12 Days Ago
Merge from launchsiren
12 Days Ago
Fixes
12 Days Ago
Imported new sheep lod to help with LOD issue. Updated prefab to help with LOD issue
12 Days Ago
Clean: missed meta file deletion Tests: none, trivial change
12 Days Ago
Update: move UnsafeScriptingAccess to Facepunch.Unity - add unit tests - delete old TLStest and it's scene Tests: ran unit tests
12 Days Ago
Tiles setup
12 Days Ago
Code support for siren light. Hook up to control computer in the launch site scene/prefab. S2P launch site
12 Days Ago
Merge: from main
12 Days Ago
icon transparency tweaks
12 Days Ago
fixed pools, re-rendred glass ak icon with slight rotation tweaks
12 Days Ago
Update: re-enable the feature for clients as well - add editor only RustNative_Editor - rewrapped the code behind UNITY_ASSERTIONS Tests: built all flavors of Rust locally (win, linux, mac | client,server | debug,dev,release) and ran them, got passes everywhere
12 Days Ago
updated wooden loot crate gibs reduced gib quantity from 90 -> 22 updated wooden loot crate prefab gib settings
12 Days Ago
Skull Wall Torch - added final LOD0 and WIP textures
12 Days Ago
Merge from medical_honey_bandage
12 Days Ago
Merge from main
12 Days Ago
Merge from steam_input
12 Days Ago
Enabled mipmaps on the icon
12 Days Ago
merge from main
12 Days Ago
adjusted berry collectable bushes to be more forgiving noticed that blue berry collectible had 2x more lod fields that were unnecessary and were also conflicting each other which may have caused it lod'ing too early all berry bushes have matching distances now
12 Days Ago
VDF fixes
12 Days Ago
More UI WIP
12 Days Ago
Customiser block out animation set
12 Days Ago
viewmodel prefab update
12 Days Ago
merge from darts_leaderboard_fixes
12 Days Ago
Fix incorrect PoolBallData pooling
12 Days Ago
pooling fix, enables pooling on thrown darts
12 Days Ago
optimised world models for mp5, double barrel shotgun and both youtooz figurines all were on the rigged setup - skinned meshes and bone hierarchies that do nothing once dropped. - Skinned meshes: 24 -> 0 - bones: 16 -> 0 - Prefab SkinnedMeshRenderers: 14 -> 0 - LOD0 renderers: 7 -> 4 - Meshes: 25 -> 13 also stripped exported tangents/binormals from these plus w_diverak47 (unity recalculates them on import) and cleared the leftover import settings on the fbxs: FBX size 3.55MB -> 1.74MB (-51%).
12 Days Ago
Steam Input is now the main (and only) gamepad input method. Lots of refactor to strip the old double setup out.
12 Days Ago
Updating ammo script for glass ak to hide bullets based on ammo count
12 Days Ago
merge from main
12 Days Ago
merge from chainlink_fence_fix Feel free to stomp any monument changes coming from this branch
12 Days Ago
S2P a bunch of monuments