reporust_rebootcancel

126,713 Commits over 4,109 Days - 1.28cph!

14 Days Ago
merge from main
14 Days Ago
Added a button to reset the timescale to 1 in the Rust Editor window Also added a new menu item to open that window: Tools/Rust Editor
14 Days Ago
added missing effects update on batched projectiles and retiring into the prefab pool
14 Days Ago
Fixed argument mismatch on one of the auto turret tests
14 Days Ago
clear static test field in pet-test teardown
14 Days Ago
Codegen
14 Days Ago
Resolved auto turret merge conflicts
14 Days Ago
Clean: simplify previous bugfix Tests: ran the unit test
14 Days Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
14 Days Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
14 Days Ago
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14 Days Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
14 Days Ago
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet Also noticed serial test vs entity is failing - will fix next Tests: single-projectile-batch test passes, but the whole batch fails
14 Days Ago
Dont try and flee to a monument if you're already inside one (improved)
14 Days Ago
- Have scientist aim up and down instead of only horizontally (only visual) - Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
14 Days Ago
Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
14 Days Ago
updated the diy hammock from blockout to finalised mesh and textures
14 Days Ago
merge from main (AutoTurret.Server conflicts)
14 Days Ago
Store DLC tab wip
14 Days Ago
Restored UIBackgroundBlur-IngameMenu mat
14 Days Ago
Update: ProjectileTests.TestConsistency - debug code to isolate projectile Still fails on 520, but now with different results(proj moves, but different height). Tests: ran unit test - fails (expected)
14 Days Ago
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test - Removed old serial validation logic - Renamed PerfSerial test to Performance (since it also runs batched variation) Detects an issue currently, investigating. Tests: ran the new test - fails (kind of expected, but still suspicious)
14 Days Ago
Use plane height for random restricted patrol size destinations and flee positions
14 Days Ago
fixed abyss skin item def being null (wrong reference name)
14 Days Ago
Fixed store overlay cart button styling when the pack is owned
14 Days Ago
rebake CraggyIsland water and height maps - resolves "water holes"
14 Days Ago
Store overlay pages auto cycling
14 Days Ago
phrases
15 Days Ago
merge from autoturret_optim (fixes)
15 Days Ago
Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.
15 Days Ago
merge from FrontierGate_Token
15 Days Ago
merge from store-june-2025
15 Days Ago
"View in inventory" button leads to the new item after opening a crate
15 Days Ago
Merge: from main
15 Days Ago
Update: AutoTurret.ProcessInterferenceQueue - remove last float time calc Think all server-side logic has been ammended Tests: builds in editor C+S
15 Days Ago
Added navigation url support to steam inventory
15 Days Ago
Update: AutoTurret.nextAmmoCheckTime -> double Tests: builds in editor C+S
15 Days Ago
Update: AutoTurret.nextForcedAimTime -> double Tests: builds in editor C+S
15 Days Ago
Merge from parent
15 Days Ago
added workshop source locker that has shelves and doors
15 Days Ago
Reduced flickering from dropped flares Completely remove flickering if limit flashing option is enabled
15 Days Ago
Remove temp testing walkways
15 Days Ago
Re pivoted all of the floating walkway prefabs and adjusted the buoyancy points for better movement
15 Days Ago
Possibly fixed simple floating platforms flipping
15 Days Ago
Fixed SimpleFloatingEntity running logic if no players are nearby
15 Days Ago
Copy the terrain water system over to the floating city system so that water level queries work as expected (copied from craggy) Added a new ForceSpawnPoint component, if this is present in a scene the player will always spawn there (editor only)
15 Days Ago
Merge from parent
15 Days Ago
Merge from main
15 Days Ago
Fix out of range exception in PlayerModelCinematicList.UpdateCinematicAnimations when running with bundles in editor
15 Days Ago
Fix some collision meshes not being R/W