reporust_rebootcancel

127,636 Commits over 4,109 Days - 1.29cph!

23 Days Ago
(subtract) to get the right value
23 Days Ago
Implemented store DLC tab, wired the dlc overlay pages
23 Days Ago
Calculate a better Y placement height Set all snapping casts to have a maximum of 1 unit
23 Days Ago
New user-bindable marker commands: - `buttons.markcurrentpos` to place a marker at the players position on the map - `buttons.clearmarkers` to clear all map markers
23 Days Ago
Reverted 123230 "merge from session_analytics", needs more work
23 Days Ago
Fix NRE from party menu trying to render when opening DM menu in chat
23 Days Ago
Follow ScriptableObject references when finding referenced prefabs (fixes bootstrap bundle missing some assets) Make LevelManager safer to use with overlapping async operations by queuing them internally Fix ordering issue with AsyncOperation by only starting to load non-bootstrap asset scenes once the menu has loaded Fix scenes created at runtime (client entities, etc.) being accidentally unloaded by LevelManager because they are created when activating the new scene Load asset scenes in parallel
23 Days Ago
merge from fogmethod1
23 Days Ago
correct default max brightness
23 Days Ago
merge from indirect_instancing
23 Days Ago
smooth out abrupt fog/lighting change when going underground
23 Days Ago
- Fixed invisible objects due to state information ending up wrong in the prefab pool - Fixed method ambiguity build error in BufferList - Merged aggressiveShadowLod optimisation into InstancedLODComponent - Allow RendererLOD collapsing when instancing is enabled - Added stats about fallback rendering to indirect instancing diagnostics - Fixed shadow proxy detection - Avoid leaking memory by actually destroying monster meshes before recreating them
23 Days Ago
Re-enabled instancing for the Nature/Cliff shaders
23 Days Ago
merge from fogmethod1
23 Days Ago
Clean: Refactor free-slot searching logic Hope is to make it harder to mess up index calculation when writing more code of this style Tests: GamePhys unit tests + projectile consistency unit test
23 Days Ago
Added extra sanity checks to projectile consistency testing
23 Days Ago
Moved the storage monitor socket on the horizontal barrel to prevent placement error with hopper, also prevents them clipping into each other if you place hopper first.
23 Days Ago
patrol_heli_revision_fixes -> main
23 Days Ago
Fix strafe think NRE Remove logs
23 Days Ago
Tests: GamePhysics.TraceRrays and TraceSpheres coverage Wasn't covered previously which led a bug slip in. But has already been fixed. Tests: ran it with bugfix revwerted - failed(as expected). Reapplied fix - passed
23 Days Ago
Update connect modal design
23 Days Ago
patrol_heli_revision_fixes -> main
23 Days Ago
Fixed weird recursive patrol -> orbit state issues Added monument based borders - the InsideMonumentCheck will better reflect the actual monument
23 Days Ago
merge from main
23 Days Ago
Added a button to reset the timescale to 1 in the Rust Editor window Also added a new menu item to open that window: Tools/Rust Editor
23 Days Ago
added missing effects update on batched projectiles and retiring into the prefab pool
23 Days Ago
Fixed argument mismatch on one of the auto turret tests
23 Days Ago
clear static test field in pet-test teardown
23 Days Ago
Codegen
23 Days Ago
Resolved auto turret merge conflicts
23 Days Ago
Clean: simplify previous bugfix Tests: ran the unit test
23 Days Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
23 Days Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
23 Days Ago
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23 Days Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
23 Days Ago
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet Also noticed serial test vs entity is failing - will fix next Tests: single-projectile-batch test passes, but the whole batch fails
23 Days Ago
Dont try and flee to a monument if you're already inside one (improved)
23 Days Ago
- Have scientist aim up and down instead of only horizontally (only visual) - Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
23 Days Ago
Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
23 Days Ago
updated the diy hammock from blockout to finalised mesh and textures
23 Days Ago
merge from main (AutoTurret.Server conflicts)
23 Days Ago
Restored UIBackgroundBlur-IngameMenu mat
23 Days Ago
Store DLC tab wip
23 Days Ago
Update: ProjectileTests.TestConsistency - debug code to isolate projectile Still fails on 520, but now with different results(proj moves, but different height). Tests: ran unit test - fails (expected)
23 Days Ago
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test - Removed old serial validation logic - Renamed PerfSerial test to Performance (since it also runs batched variation) Detects an issue currently, investigating. Tests: ran the new test - fails (kind of expected, but still suspicious)
23 Days Ago
Use plane height for random restricted patrol size destinations and flee positions
23 Days Ago
fixed abyss skin item def being null (wrong reference name)
23 Days Ago
Fixed store overlay cart button styling when the pack is owned
23 Days Ago
rebake CraggyIsland water and height maps - resolves "water holes"
23 Days Ago
Store overlay pages auto cycling