reporust_rebootcancel

140,955 Commits over 4,383 Days - 1.34cph!

Yesterday
merged main -> rust_relay_server
Yesterday
vendingmachine_ui_refresh -> main
Yesterday
Reconfigured the LOD Baker GUI to work based on mesh instances with a prefab rather than meshes themselves, as you may want to bake multiple of the same mesh with different materials or transforms
Yesterday
Fix the weird input font
Yesterday
Changed vending machine loot panel over to a light + transparent theme to better go with the rest of the ui
Yesterday
Fixed passed/failed filter text width
Yesterday
Throw if the scoped convar doesn't have a SetOveride (methods)
Yesterday
Fixed scoped convars being case sensitive Failing to find a convar now throws, will fail the test if throwing during SetUp/TearDown or in the test body
Yesterday
Merge from viewmodel_early_disable_fix
Yesterday
Fix issues with third person anims still stopping early on molotov, bandage and syringe
Yesterday
Industrial Storage - added final lowpoly and bakes, rebuilt manifest
Yesterday
exported edited 3p jump animations and added correct jump anim to player animation controller
Yesterday
vendingmachine_ui_refresh -> main
Yesterday
Missed file
Yesterday
Fix 100 issues with the search bar in the sell order creator
Yesterday
merge main -> rust_relay_server
Yesterday
encryption changes
Yesterday
Can now specify clearance zones that will block specific upgrades from being installed if there are deployables in that area.
Yesterday
merge from main
Yesterday
Add null check to fix a NPCShopKeeper.Greeting NRE
Yesterday
closing holes in some apartment complex exterior meshes some extra polish on the set dressing damaged wing of the building toned down vertex color and alpha on glass
Yesterday
Added a test prefab for the LOD Baker tool
Yesterday
update manifest
Yesterday
added defensive upgrade icon
Yesterday
Add generic info panel to inventory, add mortar's range info using the generic panel.
Yesterday
defensive upgrade textures
Yesterday
post-merge compile fix
Yesterday
merge from custom_item_fixes
Yesterday
Dropped item combining now runs the same checks as CanStack Fixes it combining different custom item names & icons and c4 frequencies
Yesterday
merge from main
Yesterday
merge from dragbyangle_rebalance2
Yesterday
Merge: from stableobjectarray_remove_dirty - Optim: maintain synchronized order of dependent data as we remove from StableObjectCache Tests: unit tests and a couple 2p sessions on Craggy with disconnects, shooting
Yesterday
Update: codegen Tests: none
Yesterday
Bugfix: fix invalid index assigned to a projectile on projectile removal from cache Copy paste mistake, happy we got unit tests Tests: ran ProjectileTests.TestConsistency - it passes
Yesterday
Updated eyelash textures Added eyelashes to femaleaverage model Added femaleaverage to skin set
Yesterday
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
Yesterday
Merge: from main
Yesterday
Clean: consolidate player-related state cache growth to AddToPlayerCache Tests: compiles
Yesterday
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Yesterday
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Yesterday
Clean: make the code clearer around maintianing packed order Using better names for vars, easier to understand ifs and a safety assert Tests: compiles
Yesterday
Harbor_2 altered the path of cargoship to allow for a wider corner on exit Harbor_2 s2p
Yesterday
Merge from workbench_upgrades
Yesterday
Merge from main
Yesterday
actually tick the save
Yesterday
Disable colliders on comfort/accelerated visuals. Add test save with all benches maxed out.
Yesterday
updated icons and updated manifest - still waiting for textured versions of prototype and defence before finalising their icons too
Yesterday
merge from main
Yesterday
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
Yesterday
Update(tests): add TestMovePlayer - bugfix for missing to copy an extra tick/reset point in TickInterpolatorCache.MovePlayer - added more docs to StableObjectArray Tests: ran new unit test