reporust_rebootcancel

157,795 Commits over 4,566 Days - 1.44cph!

2 Months Ago
Fix IsPaused collection-modified exception in RustNavMeshAgent
2 Months Ago
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
2 Months Ago
triangulated workshop source for wood armor gloves
2 Months Ago
Fix character creator page setup
2 Months Ago
Setup 3 new clan related achievements
2 Months Ago
different colour variants of glass AR
2 Months Ago
- deleted old anim folder - added bespoke animator for subsystem - set up subsystem and curves for one arm/two arm mask and blends - Updated 3p anims with correct prop rotation - re-zero'd rotations in entity prefab - added anim events for sounds - updated viewmodel animator naming
2 Months Ago
merge from main
2 Months Ago
Add support to select race
2 Months Ago
UI - More layout - More styles
2 Months Ago
Build libs for all platforms
2 Months Ago
Fix compile errors from the merge
2 Months Ago
Setup a system for fixed square cells in flex grids, so theres no need to compute gap and column count to get it exactly square
2 Months Ago
Adding hide events for glass ak magazine
2 Months Ago
Merge navpos
2 Months Ago
Fix tiger charging forever at the bottom of vine trees
2 Months Ago
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2 Months Ago
merge from abyss torch updates branch
2 Months Ago
merge from waterpipe_spawning_rework - Water pipes now spawn along the road spline similarly to how monuments do, making them more consistent in spawning, and more predictable - Pipes now avoid Monument Prevent Building colliders themselves instead of the Boundsx2 of the Monument - Lessened restrictions on terrain when determining where the pipes can spawn - Tuned up the pipes prefab, removed some anchors, fixed terrain raise/set order, etc...
2 Months Ago
tweak numbers for generation distances
2 Months Ago
Glass AR - fixed worldmodel sorting issues with other in game glass objects
2 Months Ago
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
2 Months Ago
Merge: from vehicle_pooling - Buildfix for BallistaGun
2 Months Ago
Buildfix: wrap Ballista private members in relevant mode guards Tests: ran compile test
2 Months Ago
cleanup and set values to palce pipes closer together, still only 20 on 4k map
2 Months Ago
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
2 Months Ago
Possibly fix a ModularCar.DoDecayDamage server error caused by vehicle pooling
2 Months Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder - Deleted erroneous vm_flashlight prefab
2 Months Ago
Merge: from hackweek_unsafescriptingaccess - New: utility to bypass Unity's thread safety checks and conditionally execute code in async (Unsafe.UseMultithreadedScripting convar, def 1) Tests: unit tests, manually built & ran all flavor combinations of executables, tried mac and win editors
2 Months Ago
Update: grab binaries from the merged PR - addesses review feedback, functionality is same Tests: ran unit tests on Win
2 Months Ago
merge from vehicle pooling
2 Months Ago
merge from main
2 Months Ago
a lot more resets for vehicles, undo a bunch of generic animator resets for poolables(its way easier to just reset parameters inside of individual scripts. add automated pooling tests for all vehicles (spawn -> mount -> move -> respawn a couple of times -> validate its clean back in the pool)
2 Months Ago
worldmodel and static prefabs updated with new model
2 Months Ago
Update: mark UseMultithreadedScripting explicitly defaulted to enabled It kept disabling it despite underlying var being enabled Tests: booted into craggy, looked at var state in console
2 Months Ago
initial pass at reworking how pipes spawn along roads
2 Months Ago
Update: codegen Tests: none
2 Months Ago
WIP on large randomised rooms for train tunnels - control room and boiler room so far. Added placeholder blockouts for specific, bespoke props we'll need. Exploring look dev and room layout. Updated manifest
2 Months Ago
Clean: unify style, add comments Tests: none, trivial changes
2 Months Ago
Merge from launchsiren
2 Months Ago
Fixes
2 Months Ago
Imported new sheep lod to help with LOD issue. Updated prefab to help with LOD issue
2 Months Ago
Clean: missed meta file deletion Tests: none, trivial change
2 Months Ago
Update: move UnsafeScriptingAccess to Facepunch.Unity - add unit tests - delete old TLStest and it's scene Tests: ran unit tests
2 Months Ago
Tiles setup
2 Months Ago
Code support for siren light. Hook up to control computer in the launch site scene/prefab. S2P launch site
2 Months Ago
Merge: from main
2 Months Ago
icon transparency tweaks
2 Months Ago
fixed pools, re-rendred glass ak icon with slight rotation tweaks
2 Months Ago
Update: re-enable the feature for clients as well - add editor only RustNative_Editor - rewrapped the code behind UNITY_ASSERTIONS Tests: built all flavors of Rust locally (win, linux, mac | client,server | debug,dev,release) and ran them, got passes everywhere