reporust_rebootcancel

136,933 Commits over 4,324 Days - 1.32cph!

Yesterday
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build
Yesterday
Merge from bushfix
Yesterday
Merge from boxes_dlc
Yesterday
Merge from signalcomputercollider
Yesterday
Merge from mobile_grid_fixes
Yesterday
merge from deepsea_fixes
Yesterday
Compile fix
Yesterday
merge from deepsea_fixes
Yesterday
Make sure you aren't teleported back OOB when coming back from the deep sea Fixes boat exploding when exiting the deep sea near the edge of the map
Yesterday
Force the player model to play the deploy animation when switching between entities that use planners
Yesterday
Restore the models I deleted from main that are still used in that branch
Yesterday
Added BBQ
Yesterday
Updated held positions for all guitars + bass
Yesterday
merge from main
Yesterday
Removed animator from sks
Yesterday
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
Yesterday
Terrain mesh collision cells wip
Yesterday
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
Yesterday
Merge from tunnet_netgroup_fix
Yesterday
Compile fix
Yesterday
merge from main
Yesterday
Added two console commands ClearContainer and ClearContainer_radius
Yesterday
Merge from main
Yesterday
Automatically generate help text for convars with args that don't have help text in the attribute
2 Days Ago
Fixed disable world prefabs pref not disabling for all paths
2 Days Ago
merge from deepsea_fixes
2 Days Ago
Added some logs to help solve the mystery of the missing deep sea portal
2 Days Ago
merge from main
2 Days Ago
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2 Days Ago
Add RendererBatch to box conditional contents
2 Days Ago
Collision, gibs, prefab setup
2 Days Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
2 Days Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
2 Days Ago
Merge: from main
2 Days Ago
merge from main
2 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
2 Days Ago
Apartment complex b progress
2 Days Ago
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2 Days Ago
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
2 Days Ago
Moved drop controller and hero modals warmup to the home tab warmup
2 Days Ago
merge from indirect_instancing
2 Days Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
2 Days Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
2 Days Ago
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
2 Days Ago
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
2 Days Ago
exported minicopter 3p idle anims and edited left hand ik target in entity
2 Days Ago
merge from boxes_dlc
2 Days Ago
merge from main
2 Days Ago
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon