reporust_rebootcancel

134,455 Commits over 4,444 Days - 1.26cph!

9 Months Ago
Merge from main
9 Months Ago
Fix issues with oil rig sound notification prefab
9 Months Ago
fix flexelement issues with screen resizing
9 Months Ago
Add floating city to "Scenes/Monuments/" menu in editor
9 Months Ago
merge from disable_island_parenting -> deep_sea
9 Months Ago
Pushed a debug change by accident
9 Months Ago
Portal spawns within valid bounds Vehicle whitelist cleanup
9 Months Ago
don't update steering wheel sounds when out of range use TimeSince instead of incrementing a timer for steering wheel sound stop delay
9 Months Ago
Added favourite colours controls for painting, with convar support to create up to 10 (default 3) - this was sorely needed with the addition of the colourpicker
9 Months Ago
Unparent all the child entiites on the deep sea islands so they only network when up close - simplier and easier than dealing with inheriting network groups
9 Months Ago
merge from mesh-guide-shader-improvements (several fixes)
9 Months Ago
merge from main
9 Months Ago
remove most junk from elite crates
9 Months Ago
fix construction guide flickering from rendering multiple LODs on top of each oither
9 Months Ago
Update: Initial rewrite of the analytics core - Only implements NullUploader, I'll implement actual uploaders after tests are good - Added basic tests for it, but they don't validate anything - that'll be next. - Renamed existing AnalyticsTests.cs to Test.EventRecord.cs (+ internal rename) - those tests validate EventRecord serialization Goal is to use one implementation to cover needs of both Client and Server. Got the basics done, need to add telemetry to be able to test better, support EventRecord pooling and implement the existing uploaders. Tests: ran new unit tests
9 Months Ago
Fix nothing rendering for real this time.
9 Months Ago
fix some missing guides, render alpha cutouts
9 Months Ago
Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions
9 Months Ago
Mannequin Setup
9 Months Ago
Fix meshes not being properly collected, log time when building navmesh synchronously, fix not accounting for biome specific ores when adding nav blocker
9 Months Ago
scale lighting by scene ambient luminance, so it's not overly bright at night
9 Months Ago
Remove logs
9 Months Ago
Move everything to ai namespace, delete unused classes, move navmesh params to own file, add more safety checks in native code when creating empty navmesh, also save/load pending build operations, ignore trees, add navblocker to ores
9 Months Ago
Change undo/redo painting icons to be distinct from rotation controls
9 Months Ago
Add colourpicker to painting menu
9 Months Ago
Change OutlineManager to only use "PhysicsDebris" as the Vis.Entities() layer instead of every single layer - fixes 0.5ms lag spike every 0.5s
9 Months Ago
Added model greybox and material for Rust 12th birthday cake
9 Months Ago
Fixed deep sea globally networked entities being considered as inside the tutorial network group by TutorialIsland.IsTutorialNetworkGroup
9 Months Ago
Rust 12th birthday cake greybox model pass. Added viewmodel, world model. Updated cake entity, item and projectile with new greybox assets.
9 Months Ago
Add a small helper collider to fishing_village_b to prevent getting stuck https://files.facepunch.com/jacob/1b2911b1/ShareX_e7JzS9nG2E.jpg https://files.facepunch.com/jacob/1b2911b1/Unity_LEpW1Z6TJo.jpg
9 Months Ago
merge from Puzzle_rooms
9 Months Ago
Added new material and texture for livestock
9 Months Ago
Silo is now T3 red card puzzle monument, spawns advance fragments - added additional 3 elite crates to R.U.S.T nuke room Radtown puzzle room now had military crates s2p
9 Months Ago
Anchor, cannon, plank, sail, steering wheel and small engine can now all be picked up using the hammer during edit mode.;
9 Months Ago
Trim input on crosshair import popup Increase char limit to 50 and change overflow mode
9 Months Ago
merge from main
9 Months Ago
drone camera view can look further down (60->80)
9 Months Ago
Bunch of loading fixes
9 Months Ago
Fixed portal width extending over the terrain margins
9 Months Ago
require drones to be marked hostile for sentry and SAM targetting
9 Months Ago
building plans prop anims edited
9 Months Ago
blueprint fragment backface fix blueprint world model fix (changed to optimized LOD components)
9 Months Ago
merge from supply_drop_fragment_fix
9 Months Ago
fixed basic fragments not spawning in supply drops, Was only spawning during primitive
9 Months Ago
rock variant updates
9 Months Ago
merge from naval_update/deep_sea
9 Months Ago
Merge: from baseplayer_vis_nre - Potential(low chance) bugfix for NRE on spectate end - Breadcrumbs in case it's not fixed Tests: editor and standalone build spectating loop
9 Months Ago
Manifest update, cleanup
9 Months Ago
Clean: remove hacky testing code changes Tests: editor compiles
9 Months Ago
Bugfix: potentially fix BasePlayer Vis NRE - Added extra logs to catch other sources - Refactored code to extract invariant checks Not confident it'll actually solve it, if it does - can remove extra logs Tests: using spec_loop command to force client to quickly spectate-then-stop in a loop. Tried both in editor and standalone builds - no issues(though I couldn't repro it originally this way anyway)