reporust_rebootcancel

134,378 Commits over 4,444 Days - 1.26cph!

4 Years Ago
Don't stomp the warmupConcurrency or preloadConcurrency values when using asyncLoadingPreset in case they were set to custom values Disable asyncWarmup if asyncLoadingPreset is 1
4 Years Ago
Add 'Optimized Loading' to the options menu under Experimental to set asyncLoadingPreset
4 Years Ago
Add global.asyncLoadingPreset convar which saves (0 = off/default, 1 = partial, 2 = full) Partial will enable async asset loading but keep 'Asset Warmup' on the loading screen Full will enable async asset loading but run 'Asset Warmup' hidden in the background Changes will only take effect when restarting the game
4 Years Ago
Change default text for options selectors from "XX XXXXXDDF FFE EFF FEE F" to "UNKNOWN" Fix ghost "OFF" behind "ON" text on options toggles
4 Years Ago
Fix exception when spawning world finds an unknown prefab ID (logs a warning) Change World.SpawnAsync to log and skip unknown prefab IDs like the non-async one
4 Years Ago
Always run asset warmup in the background if warmupConcurrency is > 1 However, if asyncWarmup is disabled then the loading screen will wait for it to complete
4 Years Ago
Merge from main -> cached_server_browser
4 Years Ago
Merge from harmony_qol -> aux2
4 Years Ago
Remove macos from Rust.Harmony
4 Years Ago
New fully playable ParticleTestMap with a physics material farm. Impact prefab grouping.
4 Years Ago
Error out of World.SpawnAsync if StringPool.Get couldn't find the asset path for the prefab Fixes getting stuck on "spawning world" when async loading is enabled and there's some mismatch between server and client Non-async version would error out as well in this case
4 Years Ago
Fixed "Tools/Update Loot Tables" NRE edge case
4 Years Ago
BBQ 3->4 slots Small furnace 1->2 slots Large furnace 3->5 slots BBQ 2->3 slots
4 Years Ago
More effects tweaks
4 Years Ago
Effect fixes
4 Years Ago
Fix NRE when pets die
4 Years Ago
merge from pets main
4 Years Ago
telelport for unreasonable path distance vs distance
4 Years Ago
merge from save_228
4 Years Ago
Fixed screen shakes not applying while first person spectating in a demo
4 Years Ago
Add support for offsetting the mesh trimmer process
4 Years Ago
Merge Main -> Caboose
4 Years Ago
Added missing ladder volumes to the loot wagon
4 Years Ago
Removed extra TrainWagonA ladder volumes
4 Years Ago
Moved all train car ladder volumes under the Shared GameObject
4 Years Ago
Fix some issues when using mutliple HLOD's on large monuments
4 Years Ago
Merge Main -> Caboose
4 Years Ago
Cherry pick 73848 and 73849 to Main
4 Years Ago
Fixed missing train car assignments
4 Years Ago
Removed duplication in train audio code. TrainEngineAudio is now a subclass of TrainCarAudio.
4 Years Ago
Show estimated arrival times for ferries on a sign at the ferry dock
4 Years Ago
Merge from zipline_trees (trees should no longer spawn in places that will block ziplines)
4 Years Ago
Merge from main
4 Years Ago
Merge from hardcore -> aux2
4 Years Ago
Sleeping bag messages as toasts, localization for them & toasts support formatting
4 Years Ago
texture/material tweaks
4 Years Ago
fix for gsd_owned's broken fur
4 Years Ago
Cache door navmesh obstacle and toggle it with door open status
4 Years Ago
Fixed dlss jitter bug
4 Years Ago
asset change
4 Years Ago
Improvements to underwater effects
4 Years Ago
Adding a string array when building command will add each arg individually to the command
4 Years Ago
Cherrypicked: Use stringbuilder when building commands, optimize quotesafe
4 Years Ago
Chat message once you hit your bag limit
4 Years Ago
monument navmesh gen tool test
4 Years Ago
merge from main
4 Years Ago
If the Place Monument component has no monument assigned, don't try to place it.
4 Years Ago
Fixed Jump and Duck buttons not working in demos to switch between first person spectate targets Fixed some cases where the body mesh could remain visible when switching between players in a demo while spectating Fixed some crosshair issues when switching between players in a demo while spectating
4 Years Ago
Merge PerentVelocityInherit -> Main. Train wagons now support parented vehicles correctly, and velocity is correctly retained.
4 Years Ago
When a rigidbody is parented to another rigidbody, the child rigidbody actually inherits the velocity even while parented. Therefore the forced velocity change in OnParentChanging was actually doubling-up the velocity in those cases. I've set it to NOT adjust the velocity in the case of the parent having its own rigidbody, and that's fixed it, apart from a remaining momentary jitter when entering and leaving the trigger (as seen here when the minicopter transitions across the wagon's trigger: https://files.facepunch.com/BillB/1b2311b1/Unity_qLfRWyks5e.mp4). I wonder if it's now a client interpolation issue.