reporust_rebootcancel

137,983 Commits over 4,505 Days - 1.28cph!

2 Months Ago
Removed non HeldEntity error log from ItemModEntity::OnRemove, we have a few legit non HeldEntity using this (weapon attachments)
2 Months Ago
merge from main
2 Months Ago
Setup Keyboard Folder Structure Imported Keyboard Viewmodel and Textures Setup Keyboard Materials and Viemodel FBX
2 Months Ago
merge from pool_analyzer_non_caching_methods
2 Months Ago
Update Rust.CodeAnalyzer again - switched the way methods are marked to an attribute [PoolAnalyzerNonCaching] Mark all RPC method overloads with it Update Rust.SourceGenerator.Rpc to add it to the autogenerated RPC methods too
2 Months Ago
Clean: remove NetWrite.BytesWithSize(byte[]...) overloads Tests: editor compiles
2 Months Ago
Clean: remove acouple obsolete things - Get rid of IStreamReader/Writer - they're not used anywhere - get rid of NetWrite.Bytes(byte[]) overload - superceded by Bytes(ReadOnlySpan<byte>) Tests: editor compiles
2 Months Ago
- renamed wordmodel - added static (linked) mesh to worldmodel prefab - removed rail from renderers (hidden) in worldmodel prefab - updated weapon rack to large pegs
2 Months Ago
Industrial Storage - closed gaps under barrels and adjusted distance to floor
2 Months Ago
More fixes to viewmodel mag & shell visibility
2 Months Ago
Update Rust.CodeAnalyzer Brings an upgrade to the pool static analyzer, letting us mark certain methods as "non-caching" via .editorconfig - for example ClientRPC / ServerRPC are guaranteed to not cache or free pooled arguments. Doing so tells MissingFree to keep analyzing after calls to that method (instead of treating the pooled variable as escaped). This found 6 pool leaks which are also fixed in this commit (inside BasePlayer-Spectating, BasePlayer-MapInfo, DisplayingBoxStorage, GrowableEntity-Server, WireTool, IndustrialConveyor).
2 Months Ago
Cleanup, remove legacy IO code of already converted entities
2 Months Ago
Converted NeonSign to the new IO system
2 Months Ago
Merge from m16a2
2 Months Ago
- Fix simple handmade sight not enabling sight rail - Fix some sights not always enabling sight rail on viewmodel - Fix sight rail not always showing when holstered on back - Fix worldmodel using the LR300 mesh
2 Months Ago
merged from tovector3_parse_format_fix
2 Months Ago
Viewmodel fixes - re-added shell to chamber - adjusted visibility settings of mag1 during alt reload
2 Months Ago
Deploy animation updates
2 Months Ago
merge from additional_hairstyles
2 Months Ago
Tied back capmask fixes
2 Months Ago
Client compile fix.
2 Months Ago
Reduced the extra Replace alloc as suggested by Dan, added instead a fallback indexof lookup
2 Months Ago
Hair colour balance pass
2 Months Ago
merge from industrial_dlc
2 Months Ago
Use HasGreatlyChanged() for temp and comfort
2 Months Ago
Removed the legacy electricity IO queue
2 Months Ago
Charity Plushie setup
2 Months Ago
Adjusted auburn crewcut material
2 Months Ago
Only set metabolism has changed provided there has been a slight variation rather than an exact one. This prevents HasChanged() from firing if its like a 4th decimal place that changes
2 Months Ago
Fixed Vector3 parsing in formats such as "10 10 10" (it's now 1:1 to the old behaviour) https://files.facepunch.com/raul/1b0111b1/vec3_parse_test.png
2 Months Ago
Update vm attachment prefab to use complete new FBX asset
2 Months Ago
edited 3p relaxed gun pose on weapons that spawned npc's use. Lr300, M429, military flame thrower, minigun, mp5,sap, spas,
2 Months Ago
.meta files
2 Months Ago
Merge from M16A2
2 Months Ago
Update manifest
2 Months Ago
plywood painted tile fix
2 Months Ago
Fixed float, int, long and decimal parsing not using the default argument value when providing a blank or non-numeric input (always returning zero)
2 Months Ago
Merge from main
2 Months Ago
Set parent history projectile validation default to true
2 Months Ago
merge from wiretool_cave_fix
2 Months Ago
Added network override volume to cave_medium_hard as well, to fix wiring from underground to surface SP2 cave_medium_hard
2 Months Ago
hanging tarp polycount reduction
2 Months Ago
merge from crew_cut_setup
2 Months Ago
Merge from main
2 Months Ago
split the rail off the holo sight to a separate mesh
2 Months Ago
Merge: from main
2 Months Ago
Merge: from player_benchmark_improvements - Bugfix for PlayerModelBenchmark scene missing from builds Tests: none, trivial change
2 Months Ago
Bugfix: mark PlayerModelBenchmark.unity for maps bundle Tests: none, trivial change
2 Months Ago
manifest
2 Months Ago
Updated crewcut materials and textures to match beards. Also adjusted to feel slightly more realistic.