reporust_rebootcancel

154,073 Commits over 4,536 Days - 1.42cph!

Yesterday
Glyph/bind resolution cleanup
Yesterday
Move a bunch of gamepad source file locations so I can remove a chunk of shitty bridging code between assemblies
Yesterday
merge from hazmat_trophy_fixes
Yesterday
added missing BC component to froniter and pilot hazmats, lost when they were rerigged
Yesterday
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Yesterday
Updated Beef Prefabs to have world models linked
Yesterday
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Yesterday
Refactor duplicate stick suppression calls
Yesterday
Added new frog textures and materials. applied them to the frog_rig.fbx
Yesterday
Polish to small randomised room L + wires and decals added
Yesterday
merge from render_pipeline_testing
Yesterday
server_browser_filter_fix -> main
Yesterday
Remove dead phrases and input axes
Yesterday
Reapply sheep mark attacker hostile
Yesterday
Fix beef spoil item not assigned
Yesterday
Squirrel anim updates
Yesterday
Couple of performance improvements.
Yesterday
Fix black paintballs in third person in RRP
Yesterday
Workaround to preserve previous heli-specific input cancelling
Yesterday
Fixed player count of gamemodes changing when you click on different game modes
Yesterday
Rename some gamepad binds to action names not physical button names, for consistency.
Yesterday
Add new bind command for gamepad defaults. Fixes regular binds not correctly reseting to defaults when no mouse/keyboard is bound, if a gamepad button is also bound to that key. Update keys_default
Yesterday
foliage deformation experimental modes 0: invalidate cell and re-place foliage 1: acts as foliage displacement with convar for displacement/depth mod 2: acts as a mask to remove foliage from deformed areas
Yesterday
Squirrel animation content updates
Yesterday
dairy metal churn container (may not be used but it's available any time, just give me a call)
Yesterday
Merge from bindrefactor
Yesterday
Refactor two separate bind registration locations into one.
Yesterday
Revert guid of Assets/Rust.Ai/Agents/Sheep/Model/Sheep.fbx Quick and dirty rehook of most sheep stuff that I can see, verified sheep walks around, attacks me and dies as expected in editor
Yesterday
Upgrade SMAA in-place to SMAA T2x
Yesterday
Fixed battering ram flaky tests
Yesterday
spacing/line fixes
Yesterday
Disable debug overlay by default
Yesterday
Merge from main
Yesterday
client handling terrain deformations in the clipmap render - writes a mask for deformed terrain and uses it to switch between procedural normals and pre-baked - culling bounds also extends down to cover max deformation on each cell - foliage grid invalidates per-cell for deformation, probably should mask it out or act as displacement though
Yesterday
Updating frog rig
Yesterday
update ik jobs to use safe playables
Yesterday
Work on randomised room L so far (WIP and ongoing)
Yesterday
Merge from main
Yesterday
merge from automated_testing
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Merge from /skins
Yesterday
Merge from main
Yesterday
Possible StopMontage NRE fix
Yesterday
Merge from market_terminal_power_fix
Yesterday
Change the text on the market terminal to say No Power if the terminal is unpowered (can still be accessed to browse shops, it's just a visual change)
Yesterday
Merge from asset_exclusion_tests
Yesterday
Added a new ExcludeFromBundles asset label - if an asset has this label it will be removed during a build Marked battering_ram_hardware with this new tag - we use the rig version everywhere so it should be harmless to remove (and save 20mb on the client)
Yesterday
Marked battering_ram_hardware as non r/w Contained the whole battering ram mesh with all LODS but we only used LOD3 of the head as a convex mesh collider, so we are paying 15mb of memory on the client and on the server