reporust_rebootcancel

126,998 Commits over 4,109 Days - 1.29cph!

Yesterday
Merge from trimmed_asset_warmup/scene_warmup
Yesterday
Fix battering_ram_rear_door_LOD3 collision mesh not having read/write enabled
Yesterday
Enable burying on seasonal weapons
Yesterday
Enable burying for attachments (splitting this so its easier to subtract if needed)
Yesterday
Enable burying on a set of weapons
Yesterday
Defer hiding the loading screen until after returning to the menu scene Fixes getting into a weird state when cancelling while waiting for asset scenes to load (they need to finish loading first)
Yesterday
Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
Yesterday
Don't try to return prefabs to the pool if the map is being unloaded
Yesterday
Removed autogenerated collision from floating walkway kits. Added in custom COL mesh setups.
Yesterday
Store, home styling improvements
Yesterday
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
Yesterday
Fixed rust logo button not going back to home
Yesterday
merge from new_menu
Yesterday
replaced TraceWaterSpheres/TraceWaterRays with batched deferred version, scheduled with dependency on batched physics queries, so call to Complete will include both the queries and the water traces - GamePhysics.TraceBatched now runs 4 serial Commands->WaterTrace in parallel to eachother rather than completing all physics queries before doing water traces
Yesterday
arctic page content
Yesterday
Fixed crate names vanishing after switching language
Yesterday
Tracked down missmatching profiler begin/end samples to ItemPreviewIcon, after a short 3 hour hunt.
Yesterday
Removed old store convars
Yesterday
Fixed some layout issues with material names in steam inv screen
Yesterday
Fixed settings menu search returning disabled options
Yesterday
Added last remaining COL meshes for floating walkway
Yesterday
Make it so buried items don't expire while the server is down, rename expiry time to match the new behaviour. Fix buried items not saving.
Yesterday
merge from new_menu
Yesterday
Store mask NRE fix
Yesterday
Fixed skin viewer never loading skins when not connected to a server
Yesterday
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
Yesterday
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
Yesterday
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Yesterday
adjusted projectile ray generation jobs to not break initial HitTest setup into multiple jobs, ReadOnly jobs on the same TransformAccessArray seems to behave as if they cannot run in parallel to eachother (via combined dependencies) despite only require read access so Unity must be controlling this
Yesterday
added ScheduleParallel extension functions to handle sensible batch sizes automatically, this assumes that a reasonable batch size (64) is required before scheduling overhead beats any gains made with parallelism - if this isn't the case, such as for longrunning complex jobs working on a small number of items then you should control the batch size yourself
Yesterday
inventory scroll bar fix for the 84th time
Yesterday
Clean up the homepage, and header navigation
Yesterday
Update frontier pack
Yesterday
update abyss pack items
Yesterday
merge from nametag_clipping_fix
Yesterday
Merge from fishing_village_a_door_fix
Yesterday
Marked the red door leading into the vehicle purchase building at fishing village a always openable, previously was blocked on servers first boot and would be openable after server restart
Rin
Yesterday
Added Rocks, cliffs, iceberg Enabled some craggy items
Yesterday
Merge from NormalizedTapeUsed_nre
Yesterday
Fixed possible NRE when recording a cassette (NormalizedTapeUsed)
Yesterday
Merge from project_generation
Yesterday
Merge from trimmed_asset_warmup/scene_warmup
Yesterday
Fix prefabs in asset scenes having the full path as their name (some code depends on it just being the filename)
Yesterday
Push editor script
Yesterday
Merge from main
Rin
Yesterday
Road collliders Painted road and roadside Bakes
Yesterday
Merge from digestion_tea_sync
Yesterday
Player modifiers now respect time scale Fixed a typo in Protobuf.Modifier Player modifiers now tick with a double instead of a float, should be more reliable on long server uptimes
Yesterday
Add editor for SH Baker, restructure for AO options, clean up redundant code, add SHDO debug option and intensity slider for foliage material, use a fixed distance and take min shadow for shadow fade/blending, use transmission channel bits for SHDO instead of AO channel.
Yesterday
Fix assertion failure in TerrainCollisionTrigger.OnDisable