reporust_rebootcancel

142,295 Commits over 4,413 Days - 1.34cph!

3 Minutes Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
10 Minutes Ago
fix guard checks for when no player is mounted
15 Minutes Ago
Entrance a / removed overlapping geo
30 Minutes Ago
merge from main
33 Minutes Ago
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
1 Hour Ago
- Temp fix the electric furnace skin rendering in twitch drops - Get the workshop render to spill the beans when something doesn't work
1 Hour Ago
cleanup rocket splash scenario prefab properly
1 Hour Ago
Restore checking for playermodel persist anim next frame, current frame is too early for the animator states to have been updated Adjust clear playermodel anims to be slightly before the end of the bandage and syringe anims as they weren't being invoked at the very end
2 Hours Ago
A, B, C lighting prefabs. Layer stuff for remaining interior shells. Scene backup.
3 Hours Ago
Removed backfaces from apartment comples b entrance
3 Hours Ago
merge from main
3 Hours Ago
Updated the check for NVIDIA Reflex to be based on the support for DLSS, as the Reflex support check currently always returns null even for supported hardware, and the DLSS support query should cover the necessary hardware checks
3 Hours Ago
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
3 Hours Ago
HeldEntity sends RPC to client notifying it is going to be destroyed because its item has been spent. Use that to determine if we should persist the animation or not Fixes the animations persisting on syringes and bandages when they shouldn't be
4 Hours Ago
Added shadow caching back to the experimental options tab in the MenuUI2_Settings prefab
4 Hours Ago
Revert previous changes
4 Hours Ago
main -> twitchdropsrenderer
4 Hours Ago
Merge from main
4 Hours Ago
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4 Hours Ago
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
4 Hours Ago
Fixed some issues with spot lights not rendering correctly with shadow caching enabled
6 Hours Ago
Merge from main
6 Hours Ago
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Today
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Today
merge from computer_io_no_passthrough
Today
merge from useLegacyWorkbenchInteraction_fix2
Today
merge from mortar_prototype
Today
merge fom deployable_snapping_fixes_4
Today
Add TerrainHole options to TerrainMeta inspector for rendering holes in editor mode Remove old TerrainHoleRenderer inspector Fix probe terrain holes again
Today
Change hole rendering order to before viewmodel to avoid depth stencil conflicts Move cylinder hole primitive pivot point to bottom Add TerrainAlphaScanner tool to automatically find modified terrain alpha and add new hole system with best guess shape Integrate TerrainHoleRenderer into TerrainMeta which automatically swaps to geoclip terrain when in use (in editor) Fix terrain not using HoleMap during probe/cubemap renders
Fix server.useLegacyWorkbenchInteraction always opening worbench upgrade panel
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Expose options for recyclers to turn off without an online powergrid and have different efficiency/duration stats with an online powergrid Update recycler loot panel UI to pull from current stats to populate the text field, also optimise its update method
Today
restrict some client functions to only work for the mounted player
up and down fixes
Today
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Add pocket support (which deletes the ball on contact)
Today
WIP on networked darts for 3rd person clients, manifest + codegen
Today
Clean: store buffer[pos] accesses in a variable Just for easier code reading Tests: ran unit tests
Today
Clean(editor): get rid of Pool.UseSafetyChecks flag - lock-free Pool can't ensure associated hashset consistency, so we can't use that anymore - checking for null on Take call doesn't seem to make sense since awhile back Tests: ran tests. StressTestMT doens't sporadically fail anymore
Today
Optim: couple micro optims - rewrite a couple branches into branchless logic - inlined IsTurnTicketSameIgnoreProgress - got rid of module via use of MADD - added extra comments for explaining what's going on AllocDeallocST: 2.82 -> 2.77ms for 10k allocs. Tiny, but every bit helps Tests: ran unit and perf tests
Today
Today
Move command to new .cs file
Today
Whoops added the "Create Centered Parent" into the ugui package instead of our other MenuItem scripts
Today
Update large apartment with new positions
Today
Fix the large apartment prefabs centering
Today
More lighting
Today
exported edited 3p run anims for holdtypes starting with an E to H
Today
Use Application.installPath instead of Path.GetFullPath when downloading map files