reporust_rebootcancel

139,174 Commits over 4,505 Days - 1.29cph!

Yesterday
Update: integrate TLSTest into client bootstrap and server boot routines - copied over linux rustnative.so, to be tested Temp measure to test standalone builds Tests: booted both bootstrap and craggy in win editor - saw output (disabled in client, enabled in server)
Yesterday
triangulated wood armour gloves fbx file.
Yesterday
building blocks test
Yesterday
Merge: from main
Yesterday
Codegen
Yesterday
merge from main
Yesterday
Added SocketMod_LevelPlacement, added to animal fence/gate
Yesterday
merge from main
Yesterday
merge from DeepSeaTreasure_rw_fix
Yesterday
Enable Read/Write on primativelootbox_gibs
Yesterday
More prefab setup/cleanup
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Started work on large control-room-themed randomised room
Yesterday
Merge from hlod_tex_sizes
Yesterday
Update the LOD baker to apply these sizes
Yesterday
Resized all HLOD normals and specular maps from 512 to 128, no visual difference that I can see Should save around 15mb of graphics memory
Yesterday
Add a rename dialog to livestock animals, can only be used while the animal is being led
Rin
Yesterday
merge from lootcrate_refresh
Rin
Yesterday
merge from SAR_LOD_fix
Rin
Yesterday
merge from toolgun_LOD_fix
Rin
Yesterday
merge from m4_flashlight_laserlight_attachment_fix
Rin
Yesterday
merge from minicrossbow_adssfx_fix
Rin
Yesterday
merge from spas12_3psfx_fix
Rin
Yesterday
merge from supplydrop_LOD_fix
Yesterday
Infant animals will now stay close to their mother
Yesterday
LIvestock animals now save who their parent is Added CompletePregnancy convar for debugging
Yesterday
All stats need to be >50% to allow breeding
Yesterday
Add a social stat to livestock - positive if there are 5 animals nearby, negative if there are less than or more than 5 animals nearby Hooked up stats to crosshair display
Yesterday
Fixed sizing of stats widget
Yesterday
Added pilot flame to 3rd person flamethrower.
Yesterday
Livestock animals now sit while pregnant (so it's not just visible via UI) Vitals get frozen so they don't end up starving
Yesterday
Merge from unused_assets_tool
Yesterday
Fixed some circuit system leaks and oobs
Yesterday
Removing/downsizing some big assets that aren't used as far as I can see Also got sidetracked looking through our LOD textures, many are too big: -Deleted explosion_2_high material with associated textures (191mb) -Deleted Temp_AssetStore_Crocodile.fbx (44mb) -Deleted FrontierHatchetBlockout + FrontierHatchetHandWrapBlockout (15mb) -Deleted Landmine.mat + textures (200mb, looks to be a duplicate of Landmine_n material) -Reduced battering ram and catapult LOD3 textures from 1024 -> 128 -Reduced floating city structure LOD textures from 1024 -> 256 -Reduced all floating city LOD textgures from 1024 -> 128 -RHIB lods from 1024 -> 256 -All Hemp LOD textures from 512 -> 256 -Quarry deployable LOD textures 512 -> 128 (although it looks like these LODs aren't even used?) -Pumping station LOD textures 512 -> 256 -Rentable shops LOD textures 1024 -> 256 -Wrecked sedan LOD textures 512 -> 256 -Siege tower LOD materials 2048 -> 256
Yesterday
merge from hbhf_flag_fix
Yesterday
HBHF sensor tests do not assume the IncludeOthers flag is set by default anymore
Yesterday
Restored HBHF sensor IncludeOthers flag (regression from 161268)
Yesterday
Fixed fuel generator aux inputs draining batteries using the downstream demand Added a test
Yesterday
merge from main
Yesterday
Fixed elevator billing batteries from the wrong slot
Yesterday
merge from main
Yesterday
merge from testrunner_iterationprefs
Yesterday
Force specific playmode iteration editor prefs when running tests in the editor - Make sure no iteration prefs can fuck up the tests - Make sure you enter playmode and run the tests as fast as possible
Yesterday
Merge from main
Yesterday
Merge from hide_services
Yesterday
Converted reactive target
Yesterday
Some naming cleanup
Yesterday
Hide services menu no longer appears in the iteration speed section of the rust editor (it has nothing to do with iteration speed and unticking it is the undesired behaviour)