reporust_rebootcancel

141,849 Commits over 4,413 Days - 1.34cph!

2 Days Ago
Merge from parent
2 Days Ago
Merge from terrain_renderer
Rin
2 Days Ago
merge from mortar_prototype
Rin
2 Days Ago
Updated Mortar and ammo descriptions Fragmenation Mortar shell Radius 3.8m > 6m HE Mortar Shell Radius 3.8m > 4.5m Explosive damage 45 > 60
2 Days Ago
Remove GPU device check testing functions and command Revert terrain culling ConVar back to admin
Rin
2 Days Ago
merge from main
Rin
2 Days Ago
Restrict Mortar from primitive
2 Days Ago
Merge from main
2 Days Ago
Use local top down hole map for non-screen space rendering (shadows, probes) Restructure hole shader stencil passes to use depth tests to fix some holes clipping through wrong terrain Render out stencil results to R8 hole mask and clear depth for those regions Handle alternate topdown render of hole volumes Use separate editor command buffers for hole rendering and terrain depth prepass Add Hole editor script
2 Days Ago
New ChildAnimatorSubSystem Runs an entirely independent controller Has it's own weight, can target specific layers, etc Added a dropdown to the player animator that detects this and allows us to switch between multiple controllers for easy debugging
2 Days Ago
mortar sounds
2 Days Ago
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
2 Days Ago
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
2 Days Ago
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
2 Days Ago
Add a warning to the state sync editor if the state name is incorrect
2 Days Ago
Fixed lower case Attack on StateSync components (sks and paintball gun)
2 Days Ago
Removed old AiManagedAgent class, old and useless Subtracted 150385
2 Days Ago
Ammo type ui icons & colour consistency fixes.
2 Days Ago
Setup anim events for toggling visibility of arrows on worldmodel
2 Days Ago
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
2 Days Ago
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
2 Days Ago
Merge from main
2 Days Ago
merge from fix_assetscene_deepsea -> main
2 Days Ago
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3 Days Ago
Potential fix for zombie NRE on _agent == null in tests
3 Days Ago
Potential fix for zombie NRE on _agent == null in tests
3 Days Ago
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3 Days Ago
Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
3 Days Ago
Fix zombies breaking automated tests
3 Days Ago
Fix zombies breaking automated tests
3 Days Ago
fix ColorEx WithHDRIntensity, missing alpha copying
3 Days Ago
Add throw timer, if the timer runs out before you click to throw, it'll throw for you - reticle changes colour and flashes when low time - UI has timer text display
3 Days Ago
testlist
3 Days Ago
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
3 Days Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
3 Days Ago
Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
3 Days Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
3 Days Ago
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
3 Days Ago
Fix tutorial bear and unused sharks causing errors with new navmesh
3 Days Ago
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
3 Days Ago
Merge from workbench_upgrades (Recycle balance pass, description updates)
3 Days Ago
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3 Days Ago
Merge to workbench_upgrades
3 Days Ago
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
3 Days Ago
Added Ballistic helmet model, material, and textures. Set up prefabs.
3 Days Ago
Synch trajectory lock state correctly for all control paths.
3 Days Ago
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
3 Days Ago
Salvaged Cleaver audio file tweaks
3 Days Ago
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
3 Days Ago
industrial garage door - minor texture tweak