reporust_rebootcancel

140,747 Commits over 4,383 Days - 1.34cph!

4 Hours Ago
Merge from main
4 Hours Ago
Optim: replace BasePlayer.SparsePlayers with PlayerCache.Objects now that indices always match packed order Tests: 2p on Craggy with disconnects of 2nd player
4 Hours Ago
New trims for apartment room interiors. Set up materials for penthouse apartment. Initial first pass of material application for penthouse apartment. Very WIP.
5 Hours Ago
io table too
5 Hours Ago
added gibs for accelerated and range upgrades added collision for accelerated, range, defensive and prototype
5 Hours Ago
Updating skinning for shorts
5 Hours Ago
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
5 Hours Ago
Setup remaining item->visual links
5 Hours Ago
Updating tank top skinning
5 Hours Ago
Updating skinning for male underwear
6 Hours Ago
merge main -> rust_server_relay
6 Hours Ago
merge from main
Today
Altered placement of a ladder in Harbor_2 as it stood too close to Cargoship path
Today
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
Today
Added an example OneShotAnimationSubSystem for handling event driven animations
Today
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
Today
Added a TwoAnimBlend example
Today
Add general fade in/out support
Today
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
Today
Fix primitive object hole assets front/back faces Change gizmos to use transform Move terrain shader from front of queue to back for now Remove stencil writing from terrain depth prepass Restore original terrain stencil state Remove holemap Add debug option to hole shader to see front/back faces Subinstance culling with degen triangles Sample terrain height in hole vertex for high res interpolation and discard in fragment if above terrain Automatically start depth prepass when TerrainHoleRenderer is active
Today
Industrial Autoturret - GIBs, icon, prefab setup
Today
- Fixed mortar UI not scaling with wide screens - Removed mounted protection from mortars - Fix mortar shells LOD culling - Space out sockets to fix handle hanging off edges + being able to shoot through walls. - Play other fire impact vfx - Fix mortar handle clipping into ground (because it length is now controlled by the animator)
Today
Merge from elevator_fixes_apr_26
Today
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Today
Allow elevator cables to update while offscreen
Today
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Today
added and created lods for both prototype and defensive upgrades. updated visual prefabs
Today
updated placements for prototype and defensive upgrades on each tier including engineer workbench. Adjusted shelving on engineer workbench to accomodate prototype upgrade
Merge from heldentity_preprocess_fix
Fix NRE in HeldEntity.PreProcess
Merge from 3p_spectator_improvements
Merge from main
Today
Teleport players back into their rooms (if possible) instead of killing them after being disconnected for >20m in the apartment safezone - will still show warning when logging out but worth giving them a chance since players will spend more time inside apartment safezone - assign the apartment complex to the safezone during startup
Today
Add teleport anchors to the apartment rooms
Today
defensive and prototype upgrade mesh and wip textures added
Today
Fix upkeep calculations not being correct & persist reference to terminal across restarts
Today
Remove 'if !CLIENT' region that caused the snapshot command to not work in the editor
Today
Add collider for upkeep terminal
Apartment complex b roof fixes
Today
Industrial Autoturret - Updated textures, model, guidemesh, added LODs, misc prefab setup
Today
industrial garage door - greybox model - prefab created - item created - icon created - ran manifest and localization
Today
Update manifest
Today
Print error if upkeep terminal isn't found when calculating rent so we don't get kicked in editor
Today
Add upkeep terminals to all the apartment rooms
Merge from viewmodel_early_disable_fix
Applied to other grenade types, bandage and medical syringe
Today
Add the "Rent Due" vital to `GameUI.Hud.Vitals` and shift all the existing vitals so you can see them all in the editor
Today
Add new vital for "Rent Due" and show it when they don't have any upkeep time paid for
Today
Start moving physics overlaps to use scheduling, with OverlapSpheres / OverlapCapsules now returning a JobHandle, existing integrations immediately call Complete for the time being - antihack and gamephysics consistency tests pass
Today
Tiny rename