reporust_rebootcancel

138,595 Commits over 4,352 Days - 1.33cph!

Yesterday
Optim: skip checking global occlusion groups for small and large network grid layers Players can only be on medium layer at the moment. Controlled by a UsePlayerOnlyOnMediumLayerShortcut compile switch Tests: ran unit tests
Yesterday
some more model breakdown/rebuilding in prefabs
Yesterday
Increased size of triangle ladder hatch col.
Yesterday
Update: Jobs 3 - enable parallel sub updates switch Tests: none, related unit tests pass
Yesterday
Update: pregenerate radius tile offset to avoid potential races Tests: ran unit tests
Yesterday
merge from easter2026_dlc/bunny_bc
Yesterday
re-organizing prefabs and models added some rope ladders on damaged side to climb back up the roof many other tweaks
Yesterday
Added back error overlay toggle in the tools tab, it flips the convar
Yesterday
Fixed NRE when clicking on vehicle buttons in the main menu
Yesterday
Bugfix(tests): TestNew_LaggyTeleport - fix sleepers incorrect position after recent refactor Tests: ran unit tests, they pass
Yesterday
Bugfix(tests): fix incorrectly converted TestNew_MoveOther spawn pos Tests: ran unit tests, now only 1 failure
Yesterday
Mergee from chainsaw_hotspot_gathering
Yesterday
Bugfix(tests): increase DummyServer's network grid from 512 to 1024 Some tests ended up spawning outside of the network grid, leading to test failures. Tests: ran unit tests, from 30 failures down to 9 (2 tests)
Yesterday
Fix NRE when attacking resources with explosives
Yesterday
Update(tests): bring back spawning on boundaries of network ranges Current logic considers those cells to be in range, so rely on that fact. Doesn't fix tests, but validates edge cases Tests: ran unit tests, same tests failt
Yesterday
Remove all duplicated methods used for convenience that were forwarding to the main navmesh, agent now explicitely selects the navmesh they want to query
Yesterday
Silly horse mask repose/partial prefab setup
Yesterday
Merge from main
Yesterday
Clean(tests): consolidate network-range-distance calculating logic Got tired of fixing it up manually in every test Tests: ran unit tests, some still fail (likely due to out of network grid bounds cases)
Yesterday
Reorder samplePosition arguments to be consistent with unity
Yesterday
Further unify APIs, the navmesh class itself is not the only one that cares about native API calls
Yesterday
FIx compile error, further api unification
Yesterday
apartment wood stove update
Yesterday
Make everything go through the same code path instead of each calling the base API, to make it easier to apply changes in one place
Yesterday
Make recast API same as unity compatible API, remove implicit space transforms from recast api (will be in agent)
Yesterday
fixed 3p salvaged axe offset
Yesterday
Add "canMove" field to independant navmesh (tropical islands don't move so don't need the overhead)
Yesterday
Make sure we always go through the agent for navmesh queries, never use the static queries, this allows us to perform the coordinate space change necessary for moving navmeshes
Yesterday
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Yesterday
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Yesterday
Assigned correct climb anims and polish pass
Yesterday
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Yesterday
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Yesterday
Merge from esp_voip_indicator
Yesterday
Updating bunny suit with new skeleton
Yesterday
Merge from main
Yesterday
merge from new_console-ui
Yesterday
Fixed rich text in search bars again
Yesterday
Updated RustIcon inspector to be able to easily swap out the icon renderer material like we can do for text Added outline to icons on ESPPlayerInfo
Yesterday
sofa updates
Yesterday
fix BC serialization issue
Yesterday
Fixed tabs allowed in demo not showing in demo
Yesterday
SetMountedAnimationSpeed will now be called all the time while mounted, regardless of what ForceUpdatePlayerModel returns
Yesterday
Reordered the tabs to match the old f1 menu
Yesterday
apartment spotlight col
Yesterday
merged /main/rust_relay_server -> /main
Yesterday
CodeGenned
Yesterday
apartment spotlight
Yesterday
Paintball Overalls repose/prefab update
Yesterday
Made the dev tools UI less terrible at low resolution