reporust_rebootcancel

137,770 Commits over 4,352 Days - 1.32cph!

Today
Fix local shield collider being disabled permanently after attacking (wouldn't have actually affected any server side hit detection)
Today
Merge from main
Today
Merge from shield_idle_collider
Today
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Today
Merge from Armored_ladder_hatch
Today
Descriptions, fix guide mesh offset on triangle
Today
Temp crafting costs
Today
Icons
Today
Triangle hatch prefab setup Enable r/w on collision meshes
Today
Apply primitive cylinder colliders to top and bottom hatches
Today
Allow held items on water wheel mountable Apply same hack as rocking chair - apply parameters inside ForceUpdatePlayerModel but still return false
Merge from viewmodel_early_disable_fix
Fix viewmodels disappearing when held with a shield Fix warning about viewmodels receiving the clear event when they are not setup to clear
Today
charm initial setup on ar, blowpipe, blunderbuss, bolt, comp bow, crossbow, custom smg, dbs, dragon rocket launcher, eoka, flamethrower
Today
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Today
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Updated eyetransform in rustplayer.fbx
Today
Bugfix(tests): fix invalid position logic in ServerOcclusionGroup tests Tests: unit tests pass
Today
charms cleanup, fixed jittering issue, rotated and scaled better, tweaked AR position
Yesterday
restore
Yesterday
merge from main
Yesterday
Updated server side ragdoll bone pos data
Yesterday
Apartment complex b file cleanup
Yesterday
Fix most of the ServerOcclusionGroup tests Default grid size was too small (it just used out of bounds cells before) Fixed IsVisibleFrom to also test against the circular radius Reset some convars that can make the tests fail
Yesterday
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Yesterday
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Yesterday
updated faberge egg H - added full rig - animated excavator
Yesterday
Port tiger, panther, croc and naval scientists Will need thorough testing
Yesterday
Add todo comments
Yesterday
Remove GetCornersNonAlloc helpers and intermediate buffers
Yesterday
fix dot product water direction to be absolute, in case wheel is rotated the other way
Yesterday
Revert recent changes to new NPCs pathfinding component, they don't need it with the new abstraction around NavMeshAgent and NavMeshPath Port the new wolf as a test, works fine but unlike old NPCs does not support switching at runtime without throwing errors, to investigate
Yesterday
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
Yesterday
Lots of small improvements to make the multi-unlock process more robust Handle closing the techtree or switching tabs during unlock Selection path stays visible as the animation runs, prevent selecting other nodes until it finishes
Yesterday
easter floorpaper update, added wip wallpaper, temp IDs/icons, engine file
Yesterday
mortar bipod fix - separated geo from the bipod tube so it can rotate - quick fix looks decent enough
Yesterday
Apartment complex b more damage progress
Yesterday
Implemented deploy, mounting and movement sounds for the water wheel
Yesterday
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Yesterday
Arctic hazmat skin pass
Yesterday
Added statistical analysis for mesh sizes to Indirect Instancing Tools
Yesterday
Enable Read/Write for 2752 meshes below 128 KB
Yesterday
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Yesterday
Port old oilrig scientists, just to check that monuments properly support switching navmesh back and forth, will port all other old scientists later
Yesterday
Fix incorrect material in jacket (male and female)
Yesterday
Kitchen kit meshes and prefab update. Added WIP materials.
Yesterday
Merge from main
Yesterday
collision fix for mounting on not open side, fix for oceans not rocking wheel back and forth
Yesterday
Merge from turret_paintball_fixes
Yesterday
Code review fixes