reporust_rebootcancel

136,809 Commits over 4,324 Days - 1.32cph!

47 Minutes Ago
Fixed disable world prefabs pref not disabling for all paths
2 Hours Ago
merge from deepsea_fixes
2 Hours Ago
Added some logs to help solve the mystery of the missing deep sea portal
3 Hours Ago
merge from main
3 Hours Ago
▌ ▄▉▇▊▊ ▉▋▉▍ ▍▆▆▆
3 Hours Ago
▇▅ █▋▆ ▄▆▆▆▌▋▌ ▅▊ ▇▍▆▄▆▌▇▋▄▌▇
3 Hours Ago
Add RendererBatch to box conditional contents
3 Hours Ago
Collision, gibs, prefab setup
3 Hours Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
4 Hours Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
4 Hours Ago
Merge: from main
4 Hours Ago
merge from main
4 Hours Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
4 Hours Ago
Apartment complex b progress
4 Hours Ago
▄▄▋▋▍▌ ▍▆█▊▇▍▉▇
4 Hours Ago
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
4 Hours Ago
Moved drop controller and hero modals warmup to the home tab warmup
5 Hours Ago
merge from indirect_instancing
5 Hours Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
5 Hours Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
5 Hours Ago
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
5 Hours Ago
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
5 Hours Ago
exported minicopter 3p idle anims and edited left hand ik target in entity
6 Hours Ago
merge from boxes_dlc
6 Hours Ago
merge from main
6 Hours Ago
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
6 Hours Ago
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
6 Hours Ago
missed consolesystem commit for painting line tool
6 Hours Ago
Added packet count flushing
Today
merge cannon_fuse_burn to main
Today
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
Today
Skin pass for vagabond jacket
Today
merge from main
Today
update from main
Today
Fix cannon handle spinning due to buoyancy.
Today
merge from 144620 failed merge
Today
merge from storepage_boxes
Today
Restore component box prefab Tweaked cyclegameobject timing
Today
Apply the door fix to the unused boat door
Today
added RustRelay ArrayPool to print_arraypool
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels) Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
Today
merge from boxes_dlc
Today
Fixed loot not respawning on deep sea ghost ships
Today
merge from main
Today
switch to using DecayEntity.GetPrivilege
Today
merge from main
Today
merge from doors_deploy_fix
Today
Removed old includeAllDoors hack in DeployVolume, unused
Today
Cleanup EntityListScriptableObject, removed unused code
Today
Fixed all doors not deployable on top of prevent building volumes, regression from 141211