reporust_rebootcancel

127,040 Commits over 4,109 Days - 1.29cph!

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
2 Days Ago
Merge from fishing_village_a_door_fix
2 Days Ago
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
2 Days Ago
Added Rocks, cliffs, iceberg Enabled some craggy items
2 Days Ago
Merge from NormalizedTapeUsed_nre
2 Days Ago
Fixed possible NRE when recording a cassette (NormalizedTapeUsed)
2 Days Ago
Merge from project_generation
2 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
2 Days Ago
Fix prefabs in asset scenes having the full path as their name (some code depends on it just being the filename)
2 Days Ago
Push editor script
2 Days Ago
Merge from main
Rin
2 Days Ago
Road collliders Painted road and roadside Bakes
2 Days Ago
Merge from digestion_tea_sync
2 Days Ago
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
2 Days Ago
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.
2 Days Ago
Fix assertion failure in TerrainCollisionTrigger.OnDisable
Rin
2 Days Ago
Ring road progress
2 Days Ago
Fix NRE in ESPCanvas.Update on disconnect
2 Days Ago
Fix monument (world) prefabs missing after disconnect and reconnect
Rin
2 Days Ago
Terrain painting progress
2 Days Ago
Merge from hardore_refresh
2 Days Ago
Fixed loot spawns not properly getting filtered by game mode restrictions
2 Days Ago
merge from new_menu
2 Days Ago
Compile fix
2 Days Ago
Settings: - Fixed dropdown not closeable - Fixed some missing loc - Reset scroll when switching tabs - Dropdowns now show the selected item