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127,472 Commits over 4,201 Days - 1.26cph!

2 Months Ago
Update: Escape hatch for Server sending entity messages out of order - Client skips ordering validation based on message contents Needed for the parallel server occlusion, useful for other places Tests: local SERVER+CLIENT session, though no code uses this yet
2 Months Ago
edited chainsaw anim.controller and added strike to chainsaw effects folder
2 Months Ago
Use a single shared 200 x 200 texture to keep costs down
2 Months Ago
Show the real ingame map on a RHIB screen
2 Months Ago
Simplify SwapCamera. Removed an orbit camera lock position. Reordered orbit camera lock positions to go to the player first
2 Months Ago
prison update
2 Months Ago
Clean: removing dead param from SendAsSnapshot I need the param for different logic, and it's been lost in the sauce since 2015. Tests: editor compiles
2 Months Ago
Updated fluorescent light icons
2 Months Ago
Updated water bottle, bota, basket and syringe override controller and entity
2 Months Ago
Added missing editor scene view check to the Combine and ClearRenderTarget passes within the DeferredIndirectLightingPass
2 Months Ago
Only update the ceiling fluorescent light cables when the light has been recently damaged CeilingLight code cleanup
2 Months Ago
Animate the throttle level on the new RHIB Support reverse
2 Months Ago
Fixed game view indirect lighting when in prefab mode
2 Months Ago
Fixed ceiling fluorescent light collision issues
2 Months Ago
Added pipeline textures that get set during the Setup pass. This makes Deferred Indirect Lighting work correctly in the new render pipeline
2 Months Ago
Hanging fluorescent light setup Added TransformLineRenderer for the cables
2 Months Ago
Server compile fix
2 Months Ago
Scientist RHIB texture and model update
2 Months Ago
Re-enable Read/Write for collision meshes only
2 Months Ago
Fixed the lighting and shadow issues when using the Rust.RenderPipeline
2 Months Ago
added editor-only debug convar to just spin mouse at a set speed on x-axis
2 Months Ago
PT Boat update
2 Months Ago
Fluorescent light prefab setup, deploy volumes, colliders, io etc
2 Months Ago
merge from storeitem_phrase for todays skin upload
2 Months Ago
Spotlight collider tweaks, added a large interaction collider
2 Months Ago
minor code cleanup
2 Months Ago
Electric table light prefab minor cleanup
2 Months Ago
Added working compass to the new RHIB
2 Months Ago
Update: Test.ServerOcclusion - rewrite perf tests - Also added ParallelJob perf test covering recent Shows that 1k pairs case goes from 2ms to 0.2ms with ParallelJob - hoping it'll carry over to live env. Tests: ran the perf tests
2 Months Ago
Fix max health display applying modifiers twice on the client.
2 Months Ago
Fixed advanced christmas lights spawning disabled bulbs
2 Months Ago
added new mesh for charity plushie 01 set up new prefabs for the new plushie updated textures and materials and set up new material for plushie sash
2 Months Ago
Fixed the propellers not rotating with movement speed
2 Months Ago
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2 Months Ago
Add Waterworld to the scene loader
2 Months Ago
Update: Test.ServerOcclusion - update stale cases with new ones This was much more painful than expected. Need to update the perf test next Tests: ran the unit tests
2 Months Ago
Fix changelog panel looking wrong when first opening it Fix changelog button remaining toggled on if closing the inventory menu whilst changelog panel is open
2 Months Ago
RootMotionStrength applies to rotation properly (slerp reference rotation from previous to current when calculating delta)
2 Months Ago
constraint editor on by default
2 Months Ago
moved constraint editor to handles, re-used Unity's angular joint handles
2 Months Ago
More farm set dressing WIP
2 Months Ago
viewmodel medical syringe - Fixed sound being mistimed when used on wounded player
2 Months Ago
Blockout farm entrance kiosk WIP
2 Months Ago
Bugfix: replacing old occlusion cache to unblock unit tests All expect-true tests are currently failing - need updating the query locations Tests: ran the Server Occlusion tests
2 Months Ago
Update: batched OcclusionLineOfSight now handles sending updates internally (like serial) - driven by OcclusionLineOfSightNoBroadcast - this thing we can test Don't like this encapsulation, but it should prevent issues like missing foundPairs. Tests: none, trivial change
2 Months Ago
Scientist hit reacts and death prototype animations
2 Months Ago
Move field to server only
2 Months Ago
Renamed all lights in the pack to match the other IO items
2 Months Ago
Make sure to reset spotlight spring values on destroy
2 Months Ago
Spotlight: tweaked IO, deploy volumes and colliders Changed the guide mesh