reporust_rebootcancel

141,982 Commits over 4,413 Days - 1.34cph!

5 Days Ago
Ammo type ui icons & colour consistency fixes.
5 Days Ago
Setup anim events for toggling visibility of arrows on worldmodel
5 Days Ago
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
5 Days Ago
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
5 Days Ago
Merge from main
5 Days Ago
merge from fix_assetscene_deepsea -> main
5 Days Ago
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5 Days Ago
Potential fix for zombie NRE on _agent == null in tests
5 Days Ago
Potential fix for zombie NRE on _agent == null in tests
5 Days Ago
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5 Days Ago
Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
5 Days Ago
Fix zombies breaking automated tests
5 Days Ago
Fix zombies breaking automated tests
5 Days Ago
fix ColorEx WithHDRIntensity, missing alpha copying
5 Days Ago
Add throw timer, if the timer runs out before you click to throw, it'll throw for you - reticle changes colour and flashes when low time - UI has timer text display
5 Days Ago
testlist
5 Days Ago
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
5 Days Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
5 Days Ago
Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
5 Days Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
5 Days Ago
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
5 Days Ago
Fix tutorial bear and unused sharks causing errors with new navmesh
5 Days Ago
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
5 Days Ago
Merge from workbench_upgrades (Recycle balance pass, description updates)
5 Days Ago
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5 Days Ago
Merge to workbench_upgrades
5 Days Ago
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
5 Days Ago
Added Ballistic helmet model, material, and textures. Set up prefabs.
5 Days Ago
Synch trajectory lock state correctly for all control paths.
5 Days Ago
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
5 Days Ago
Salvaged Cleaver audio file tweaks
5 Days Ago
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
5 Days Ago
industrial garage door - minor texture tweak
5 Days Ago
Adding extra wheel joints for bowless crossbow world rig
5 Days Ago
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
5 Days Ago
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
5 Days Ago
Placeholder UI tweaks. Convar descent time. Rework UI flow.
5 Days Ago
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5 Days Ago
switched GPU instancing on
5 Days Ago
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters
5 Days Ago
Updated w_sks and w_paintball_gun animators with reloadMotion setup
5 Days Ago
industrial garage door - Gibs added - Prefab updated
Rin
5 Days Ago
Fixed incorrect repair material
5 Days Ago
Updated seismic sensor levels: - Mortar Shell: 2 - Fragmentation Mortar Shell: 1 - Cannonball: 1
5 Days Ago
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
5 Days Ago
exported edited arm throw pose on 3p rock anims
5 Days Ago
Fixed OOB error on testscenario_rocketsplash5_turretpod
5 Days Ago
merge from automated_testing
5 Days Ago
merge from automated_testing/export_optims
5 Days Ago
Use Parallel and other crazy shit for allPrefabsWithMeshColliders/allPrefabsWithParticleSystem - 28s -> 4.3s Same for allBaseCombatEntityPrefabs - 4s -> 300ms + some micro optims in other tests