reporust_rebootcancel

136,828 Commits over 4,324 Days - 1.32cph!

1 Hour Ago
merge from deepsea_fixes
1 Hour Ago
Compile fix
1 Hour Ago
merge from deepsea_fixes
1 Hour Ago
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
1 Hour Ago
Force the player model to play the deploy animation when switching between entities that use planners
1 Hour Ago
Restore the models I deleted from main that are still used in that branch
1 Hour Ago
Added BBQ
2 Hours Ago
Updated held positions for all guitars + bass
2 Hours Ago
merge from main
2 Hours Ago
Removed animator from sks
2 Hours Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
3 Hours Ago
Terrain mesh collision cells wip
3 Hours Ago
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
3 Hours Ago
Merge from tunnet_netgroup_fix
3 Hours Ago
Compile fix
3 Hours Ago
merge from main
3 Hours Ago
Added two console commands ClearContainer and ClearContainer_radius
3 Hours Ago
Merge from main
3 Hours Ago
Automatically generate help text for convars with args that don't have help text in the attribute
4 Hours Ago
Fixed disable world prefabs pref not disabling for all paths
6 Hours Ago
merge from deepsea_fixes
6 Hours Ago
Added some logs to help solve the mystery of the missing deep sea portal
Today
merge from main
Today
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Today
Add RendererBatch to box conditional contents
Today
Collision, gibs, prefab setup
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
Today
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
Today
Merge: from main
Today
merge from main
Today
Fix ghostship d still spawning 100% of the crates when the deep sea opens
Apartment complex b progress
Today
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Today
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
Today
Moved drop controller and hero modals warmup to the home tab warmup
Today
merge from indirect_instancing
Today
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.
Today
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
Today
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
Today
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
Today
exported minicopter 3p idle anims and edited left hand ik target in entity
Today
merge from boxes_dlc
Today
merge from main
Today
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
Today
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
Today
missed consolesystem commit for painting line tool
Today
Added packet count flushing
Today
merge cannon_fuse_burn to main
Today
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.