reporust_rebootcancel

136,805 Commits over 4,324 Days - 1.32cph!

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13 Minutes Ago
Add RendererBatch to box conditional contents
16 Minutes Ago
Collision, gibs, prefab setup
26 Minutes Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
1 Hour 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
1 Hour Ago
Merge: from main
1 Hour Ago
merge from main
1 Hour Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
1 Hour Ago
Apartment complex b progress
1 Hour Ago
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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
1 Hour Ago
Moved drop controller and hero modals warmup to the home tab warmup
2 Hours Ago
merge from indirect_instancing
2 Hours 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 Hours Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
3 Hours Ago
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
3 Hours 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
3 Hours Ago
exported minicopter 3p idle anims and edited left hand ik target in entity
3 Hours Ago
merge from boxes_dlc
3 Hours Ago
merge from main
3 Hours Ago
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
3 Hours Ago
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
3 Hours Ago
missed consolesystem commit for painting line tool
3 Hours Ago
Added packet count flushing
3 Hours Ago
merge cannon_fuse_burn to main
3 Hours Ago
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
3 Hours Ago
Skin pass for vagabond jacket
3 Hours Ago
merge from main
4 Hours Ago
update from main
4 Hours Ago
Fix cannon handle spinning due to buoyancy.
4 Hours Ago
merge from 144620 failed merge
4 Hours Ago
merge from storepage_boxes
4 Hours Ago
Restore component box prefab Tweaked cyclegameobject timing
4 Hours Ago
Apply the door fix to the unused boat door
4 Hours Ago
added RustRelay ArrayPool to print_arraypool
4 Hours Ago
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels) Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
4 Hours Ago
merge from boxes_dlc
4 Hours Ago
Fixed loot not respawning on deep sea ghost ships
4 Hours Ago
merge from main
4 Hours Ago
switch to using DecayEntity.GetPrivilege
4 Hours Ago
merge from main
4 Hours Ago
merge from doors_deploy_fix
4 Hours Ago
Removed old includeAllDoors hack in DeployVolume, unused
4 Hours Ago
Cleanup EntityListScriptableObject, removed unused code
4 Hours Ago
Fixed all doors not deployable on top of prevent building volumes, regression from 141211
4 Hours Ago
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5 Hours Ago
merge randomize_seed to main