reporust_rebootcancel

141,970 Commits over 4,413 Days - 1.34cph!

13 Minutes Ago
Fixed DigitalClockAlarm pooling issue
18 Minutes Ago
Fixed ParameterDisplayName not being populated correctly in test resutls
25 Minutes Ago
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
29 Minutes Ago
Add a unity NavmeshAgent component to all prefabs with RustNavmeshAgent and copy its settings, this is because AddComponent on NavmeshAgent causes it to use default params and log warnings
31 Minutes Ago
Test result stacktraces are now populated correctly with captured errors
1 Hour Ago
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
1 Hour Ago
Fix new scientists hovering slightly above ghostship floor
1 Hour Ago
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1 Hour Ago
Fixed editor performance after merging child animator system
1 Hour Ago
merge from dont_bake_on_load
1 Hour Ago
merge from custom_item_fixes
1 Hour Ago
Fix items not stacking together after they've been part of a copypaste
1 Hour Ago
merge from main
1 Hour Ago
Santa beard partial fix
1 Hour Ago
merge from mortar_prototype
1 Hour Ago
mass-committing `m_BakeOnSceneLoad` being set to 0 on all old scenes, skipping some 3rd party and demo scenes - chance this will break something, this opened and saved every scene which runs s2p
2 Hours Ago
Fix look rotation spam when in network range of a freshly placed mortar
2 Hours Ago
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2 Hours Ago
Add model component to mortar, should stop scaled impact effects
3 Hours Ago
Added SpawnPrefab in RustTestFixture, similar to SpawnEntity but for prefabs
3 Hours Ago
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally
3 Hours Ago
merge from automated_testing/raid_recorder
3 Hours Ago
Added some new raiding tests
3 Hours Ago
Merge from main
4 Hours Ago
merge from automated_testing
4 Hours Ago
merge from main
4 Hours Ago
merge from selectionhistorywindow_optims (editor only)
4 Hours Ago
Fixed selection history window keeping all history loaded in memory as live objects. We now use paths and instance ids and only resolve the object when necessary These objects were never released after a domain reload or a UnloadUnusedAssets call This was the cause for gizmo toggling taking 1min+ and probably a bunch of other issues
4 Hours Ago
Merge from main
5 Hours Ago
Auto give rocket launcher and rockets + infinite ammo when starting to record Added ddraws on hit building blocks
5 Hours Ago
workshopsource fixes - electric furnace topology and spinner wheel uvs
5 Hours Ago
spinner wheel bought up axel on base inside of 1:1 UV range
Rin
5 Hours Ago
merge from mortar_prototype
5 Hours Ago
Added electric furnace to render scene
5 Hours Ago
merge from main
5 Hours Ago
merge from steaminventory_newitem_fix
5 Hours Ago
Fixed new items just bought not showing in your steam inventory (was only working in debug builds)
5 Hours Ago
Include missing distance function in commit
5 Hours Ago
Split shaders between stencil hole and overhead map Fix subinstances
6 Hours Ago
6 Hours Ago
Small UIHUD optims
6 Hours Ago
workshopsource electric_furnace topology fix
Today
Reduce hole map distance for increased resolution Move map pivot in front of camera for increased distance Use DitherMaskClip for softer shadow edges Don't render holes to texture border to prevent sampling clamp issues Change to additive blend mode to prevent intersecting holes stomping data Add triangle prism asset for hole shape Replace alpha float cutoff with alpha map bool value in tile extractor
Today
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CharityPlushie setup
Today
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Today
Merge from main Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
Today
Fix NONE compile error in Workbench.Updates.cs