reporust_rebootcancel

155,456 Commits over 4,536 Days - 1.43cph!

Rin
10 Days Ago
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10 Days Ago
Bundle description shows its content Gallery pulls the images from steam Testbed icon upload tool
10 Days Ago
Fix sheep using old material system mixed with procedural material, fix some ragdolls don't having same material as live animal
10 Days Ago
merge from main
10 Days Ago
merge from store_emptyinv_fix
10 Days Ago
Fixed store showing "Store content failed to load" when your Rust item inventoty is totally empty
10 Days Ago
Cherrypick 163442 (Tooling to switch to the testbed steam app in editor)
10 Days Ago
Livestock small fixes: - increase livestock headbutt damage, you better dodge this sideways like croc or 2 shot naked - fix "stop leading" prompt appearing when someone else is leading the cow - fix grazing through walls - fix bulls attacking in safezones - make leading bull strop fighting others - fix calves not having father genes if father dies between conception and birth
10 Days Ago
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10 Days Ago
Make autotest_run refuse when another process already holds the game server port
10 Days Ago
merge from main
10 Days Ago
merge from settings_search_fix
10 Days Ago
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10 Days Ago
Fixed editor tests writing two result files
10 Days Ago
Make navigation tests able to catch spinning agents
10 Days Ago
Make avoidance twice as fast, still too slow
10 Days Ago
Fix bull trying to headbutt unreachable players
10 Days Ago
Fix animals circling around an obstacle forever when fleeing, or around the player when charging
11 Days Ago
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11 Days Ago
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11 Days Ago
Add another state ping pong test
11 Days Ago
Fix pregnant cow ping ponging between curious follow and play random anim
11 Days Ago
More durable fix for skateboard cow
11 Days Ago
Fix inbred and non-inbred cow appearances being swapped (for real this time), non-inbread seems much darker on whole body though
11 Days Ago
Another iteration on avoidance, bad perf but looks good so we'll optimize from there
11 Days Ago
Fix some non-deterministic tests sometimes failing, remove super long tests from CI
11 Days Ago
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11 Days Ago
More comments improved
11 Days Ago
merge from skinviewer_hands_fix
11 Days Ago
Fixed hands disappearing from the skin viewer when inspecting the viewmodel (hands are now out of the vm prefab and instantiated, they needed their layer swapped to UI)
11 Days Ago
Adding LODs for the biofuel generator
11 Days Ago
Better comments
11 Days Ago
merge from base_occlusion -> main
11 Days Ago
Fix compile error (even though it's editor only it still can mess up editor if it switches realms)
11 Days Ago
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11 Days Ago
Item schema generation collects bundles
11 Days Ago
merge from base_occlusion -> main
11 Days Ago
Fix formatting of Visibility.cs
11 Days Ago
Adjustment so that respawnable fridges can have a new "first" looter when the items are respawned
11 Days Ago
Merge from main
11 Days Ago
Merge from livestock_sheep_shearing
11 Days Ago
- Medical tool setup - Global mask support
11 Days Ago
merge from main -> base_occlusion
11 Days Ago
fixes to ladder hatches , still need to sort armored triangle icon, render scene images
11 Days Ago
Add mask support for grenades
11 Days Ago
Various sheep shearing fixes: - Fleece no longer disappears after a server restart - Shearing no longer counts as a shot hit or goes through the combat path - Thrown knives wound instead of shearing - Four quarters pay exactly the authored wool amount - Timers that ran out during a save now fire on load, so sheep and cows cannot get stuck - Wool counts as a harvest and overflows into the backpack - Fur bake only runs on models labelled Fleece and re-runs when its version changes - Debug shave scan compiles out of fur materials that do not use it - Regenerated the manifest, livestock prefabs are back - Tests updated for wild sheep rule, plus new tests for all of the above
11 Days Ago
Fix room export tool not writing to the temp directory in the editor
11 Days Ago
Redesign livestock popup UI so that it's more consistent with plant popup UI
11 Days Ago
Mark the room exporter (base -> JSON) as editor only - used so we can run tests on bases without having to spawn the entire base (which is slow)