reporust_rebootcancel

142,154 Commits over 4,413 Days - 1.34cph!

Yesterday
Fix look rotation spam when in network range of a freshly placed mortar
Yesterday
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Yesterday
Add model component to mortar, should stop scaled impact effects
Yesterday
Added SpawnPrefab in RustTestFixture, similar to SpawnEntity but for prefabs
Yesterday
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally
Yesterday
merge from automated_testing/raid_recorder
Yesterday
Added some new raiding tests
Yesterday
Merge from main
Yesterday
merge from automated_testing
Yesterday
merge from main
Yesterday
merge from selectionhistorywindow_optims (editor only)
Yesterday
Fixed selection history window keeping all history loaded in memory as live objects. We now use paths and instance ids and only resolve the object when necessary These objects were never released after a domain reload or a UnloadUnusedAssets call This was the cause for gizmo toggling taking 1min+ and probably a bunch of other issues
Yesterday
Merge from main
Yesterday
Auto give rocket launcher and rockets + infinite ammo when starting to record Added ddraws on hit building blocks
Yesterday
workshopsource fixes - electric furnace topology and spinner wheel uvs
Yesterday
spinner wheel bought up axel on base inside of 1:1 UV range
Rin
Yesterday
merge from mortar_prototype
Yesterday
Added electric furnace to render scene
Yesterday
merge from main
Yesterday
merge from steaminventory_newitem_fix
Yesterday
Fixed new items just bought not showing in your steam inventory (was only working in debug builds)
Yesterday
Include missing distance function in commit
Yesterday
Split shaders between stencil hole and overhead map Fix subinstances
Yesterday
Yesterday
Small UIHUD optims
Yesterday
workshopsource electric_furnace topology fix
Yesterday
Reduce hole map distance for increased resolution Move map pivot in front of camera for increased distance Use DitherMaskClip for softer shadow edges Don't render holes to texture border to prevent sampling clamp issues Change to additive blend mode to prevent intersecting holes stomping data Add triangle prism asset for hole shape Replace alpha float cutoff with alpha map bool value in tile extractor
Yesterday
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Yesterday
CharityPlushie setup
Yesterday
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Yesterday
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Yesterday
Merge from main Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
2 Days Ago
Fix NONE compile error in Workbench.Updates.cs
2 Days Ago
Merge from terrain_lowering_nms_large_cave
2 Days Ago
Remove region locations help print out
2 Days Ago
Missed a meta
2 Days Ago
merge from fix_submesh_batching_shipping
2 Days Ago
Rewrite submesh batching to batch with a key based on multiple materials instead of batching each individual submesh / material individually - fixes race condition where the inner plywood submesh would be disabled while the outer submesh would still show
2 Days Ago
first pass on leaderboard complete, added throw timings in UI
2 Days Ago
merge from console_quickjoin_fix
2 Days Ago
Re-set the interaction toast to "connecting" after disconnecting when switching server
2 Days Ago
Moved HotReloadSettings.asset to an editor folder
2 Days Ago
Suppress all the shader error/warning logs on server startup
2 Days Ago
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2 Days Ago
Mat tweak
2 Days Ago
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2 Days Ago
Neon signs lighting & mat tweaks.
2 Days Ago
Adjust monument nav mesh bounds for NMS and military tunnels to fix AI not navigating on the surface
2 Days Ago
Playground.player updated