reporust_rebootcancel

141,816 Commits over 4,413 Days - 1.34cph!

Today
reset electric furnace emissive texture and 3.1 value to original
Today
Merge: from pool_mt
Today
Update(tests): add a couple more perf tests - AllocDeallocMT -> AllocDeallocMTLongLived (biases Get, then Free operations), Avg: 3.56901ms - AllocDeallocMTShortLived - fetches and returns to pool immediately (to evenly spread pressure), Avg: 3.01974ms - AllocDeallocMPSC - simulates multiple-producers-single-consumer (emulates network write thread under jobs 2) Avg: 12.20773ms All cases - 32 tasks doing 1k allocs Tests: ran perf tests
Today
set dressing push on marketplace optimised the rentable shops a bit by removing props mostly sunk in the ground or barely visible
Today
NRE fix for UI_Store.OnWarmupPage when the manifest is null
Today
merge from store_nre_fix2
Today
Fixed TestRunnerWindow error when opening foldouts CTRL + Click on an asset path parameter pings the asset in the project window Added to right click context menu too
Today
merge rust_relay_server -> main
Today
merge main -> rust_relay_server
Today
Mortar animator blend values updated
Today
Better logging on RustTestFixture::SpawnEntity
Today
Merge from parent (needs codegen)
Today
Merge from main
Today
Merge from main
Today
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Today
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Today
Merge from parent
Today
Merge from terrain_renderer
Rin
Today
merge from mortar_prototype
Rin
Today
Updated Mortar and ammo descriptions Fragmenation Mortar shell Radius 3.8m > 6m HE Mortar Shell Radius 3.8m > 4.5m Explosive damage 45 > 60
Today
Remove GPU device check testing functions and command Revert terrain culling ConVar back to admin
Rin
Today
merge from main
Rin
Today
Restrict Mortar from primitive
Today
Merge from main
Today
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
Today
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
Today
mortar sounds
Today
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
Today
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
Yesterday
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
Yesterday
Add a warning to the state sync editor if the state name is incorrect
Yesterday
Fixed lower case Attack on StateSync components (sks and paintball gun)
Yesterday
Removed old AiManagedAgent class, old and useless Subtracted 150385
Yesterday
Ammo type ui icons & colour consistency fixes.
Yesterday
Setup anim events for toggling visibility of arrows on worldmodel
Yesterday
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)
Yesterday
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
Yesterday
Merge from main
Yesterday
merge from fix_assetscene_deepsea -> main
Yesterday
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Yesterday
Potential fix for zombie NRE on _agent == null in tests
Yesterday
Potential fix for zombie NRE on _agent == null in tests
Yesterday
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Yesterday
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
Yesterday
Fix zombies breaking automated tests
Yesterday
Fix zombies breaking automated tests
Yesterday
fix ColorEx WithHDRIntensity, missing alpha copying
Yesterday
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
Yesterday
testlist