reporust_rebootcancel

127,405 Commits over 4,109 Days - 1.29cph!

10 Days Ago
Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall Test: projectile tests all still passing
10 Days Ago
snapping_improvements_3 -> main
10 Days Ago
General snapping changes to computer station and rivals desk
10 Days Ago
Medical syringe animation update - inject self
10 Days Ago
Bugfix: BaseRaidBench - ensure weapons fire right projectiles - Also reset cooldowns between runs Tests: ran the scene
10 Days Ago
Remove new snapping from large planter
10 Days Ago
Merge from main
10 Days Ago
Fix facing direction, when calculating snapping rotation. This ensures the object will nearly always point towards the player to start with (still adjustable with R)
10 Days Ago
Fixed skin viewer not resetting loaded skin before applying another one
10 Days Ago
Small cleanups left over from a failed experiment
10 Days Ago
Strip "This skin glows in the dark" from the item descriptions, we have the glow tag now
10 Days Ago
patrol_heli_crash_fix -> main
10 Days Ago
main -> patrol_heli_crash_fixes
10 Days Ago
Update: BaseRaidBench - add support for multiple run configurations - Also remote players now have id in their game object names for easier debug - Fixed a bug with accumulating frame counter (:ops: #2) - Updated subtitle display to see what's running There's a burst-related NRE that gets picked up, but it's not directly related to benchmark. Tests: ran the scene
10 Days Ago
main -> snapping_improvments_3
10 Days Ago
merge from new_menu
10 Days Ago
Fixed missing scripts on loading screen prefab
10 Days Ago
- Added the Rust Render Pipeline package to start testing it within the main project. - Updated PostProcessEffectSettings child classes to use the correct types within the correct namespaces, as adding the core render pipeline package introduces duplicate types within the UnityEngine.Rendering namespace.
10 Days Ago
Missing tag on pressed calls
10 Days Ago
merge from new_menu
10 Days Ago
Further basic cannon functionality for prototype/playtest purposes: Add basic hold-to-reload radial menu behaviour to cannons. 4 second reload duration. Doesn't require any actualy ammo to reload, to make it easy to test gameplay.
10 Days Ago
merge from main
10 Days Ago
Rug variants for floating cities
10 Days Ago
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10 Days Ago
merge from nametag_clipping_fix
10 Days Ago
Move useJobs into client code
10 Days Ago
rpg viewmodel anims updated
10 Days Ago
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10 Days Ago
merge from centralized_mutes
10 Days Ago
merge from spraycan_infiniteammo
10 Days Ago
merge from no_build_zone_height_visual
10 Days Ago
merge from reenable_scrappy_damagefx
10 Days Ago
merge from autosave_paintings
10 Days Ago
merge from nametag_clipping_fix
10 Days Ago
Resolve merge UI conflict
10 Days Ago
fix server compile
10 Days Ago
Merge from parent (with UI conflict)
10 Days Ago
UI prefab update before fixing merge conflicts
10 Days Ago
fixed legacy gate missing damage volume
10 Days Ago
Update: BaseRaidBench - record run name in results Next up to setup variable-player runs. Tests: ran the scene
10 Days Ago
Merge from main
11 Days Ago
Fix incorrect mesh being used for harbor_crane_a's arm_hook collider
11 Days Ago
Merge from viewmodel_workshop_fix
11 Days Ago
Fixed guitar rendering twice in workshop skin uploader
11 Days Ago
Merge from main
11 Days Ago
Add Workshop editor to the scene loader Fixed ViewmodelCameraAnimation running incorrectly in this scene (completely disabled now)
11 Days Ago
Adjust shadow fade transition
11 Days Ago
Foliage assets bake
11 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
11 Days Ago
Add graphics.allowThreadedTextureCreation convar (default true) so we can test with threaded texture creation disabled