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127,271 Commits over 4,109 Days - 1.29cph!

12 Days Ago
Steam inventory page recycling
12 Days Ago
New SimpleIOEntity component, just has a required power amount, good for simple things like non physics based lights Applied to new wall cabinet
12 Days Ago
Fix skin viewer not working (need to use GameManager to instantiate)
12 Days Ago
Skip MoveGameObjectToScene if the target scene is unloading (errors on disconnect)
12 Days Ago
Fix AnimationEvents.DoEffect trying to instantiate invalid prefabs
12 Days Ago
Don't bother instantiating engine/menu/game UI when loaded from an asset scene, there's no need for a copy
12 Days Ago
Refactor child entity handling interface calls. Call them on server load.
12 Days Ago
More load fixes, including speed + mass
12 Days Ago
Correctly restore thrust point after a load
13 Days Ago
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13 Days Ago
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13 Days Ago
Reduce the number of log mesages kept in memory from 64K to 1K Switch to using a queue instead of always removing the first element from a list
13 Days Ago
Added new modding prefabs: Added ai_obstacle - prevents AI navigation Added monument Navmesh zone Added Animal AI spawners - Boar, stag, bear, polar bear, horse, tiger, croc, chicken etc Added NPC spawns - NPC Heavy, oilrig, fullany, Lr300
13 Days Ago
Delete BuildPrefabs (unused)
13 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
13 Days Ago
Merge from main
13 Days Ago
Disable using cached prefab list to build asset bundles
13 Days Ago
Fix NREs on disconnect due to the main scene (camera) unloading before entities using the camera to update
13 Days Ago
Split world spawn prefabs (monuments etc) into smaller asset scenes Lazy load world spawn asset scenes based on what's required on the map Unload world spawn prefabs to save memory when unloading bundles Get rid of async asset loading from FileSystem (unused now)
13 Days Ago
Mark divesite shipping container collision mesh as readable
13 Days Ago
Fix LastLODCollider label not working with skinned meshes Don't mark overly detailed last LODs as readable
13 Days Ago
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14 Days Ago
merge from new_menu
14 Days Ago
Revert ILPostProcessorHook to the main version
14 Days Ago
Revert ILPostProcessorHook, pushed by accident
14 Days Ago
Resetting your gesture wheel to default will only bind the gestures you own
14 Days Ago
Fixed being able to bind gestures you dont own when clicking
14 Days Ago
merge from main
14 Days Ago
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14 Days Ago
merge from autoturret_optim
14 Days Ago
Fix the player becoming stuck in a specific place when reskinning the legacy wall to specfic variant.
14 Days Ago
merge from new_menu
14 Days Ago
merge from main
14 Days Ago
Fixed settings page padding wee styling change on gesture widgets
14 Days Ago
Remove one active sibling off all top level pages Fix crappy blur effect on rust plus modal Rewire up session modal after design changes Fix broken loading screen header after design changes
14 Days Ago
compile fix
14 Days Ago
Fixed gesture wheel order
14 Days Ago
Dont bother trying to update category buttons - have to redo it anyway
14 Days Ago
Fix play menu constantly turning itself off
14 Days Ago
Better spring motion Layout fixes
14 Days Ago
Gesture menu juice, spring motion on the dragged gesture Fixes
14 Days Ago
Removed TrueShadow auto defines
14 Days Ago
Bugfix: NPCAutoTurret now shoots when it's facing the target Caused by not implementing the same optimization as AutoTurret (while NPCAutoTurret depends on it). Tests: spawned `sentry.scientist.static` on craggy and became hostile to it - was shot within the whole 360 arc
14 Days Ago
14 Days Ago
Exposed TMP m_TextComponent in TMP_SubMeshUI for TrueShadow
14 Days Ago
Added TrueShadow
14 Days Ago
merge from fogmethod1
14 Days Ago
Merge: from main
14 Days Ago
Hack: BaseRaidBench - avoid flooding audio manager During benchmark, we create too many audio sources and don't clean them up with default budgets - so we up them abit. Tests: ran the benchmark - no longer grinds at 3fps
14 Days Ago
add brightness/contrast controls for night sky