reporust_rebootcancel

124,033 Commits over 4,171 Days - 1.24cph!

12 Months Ago
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
12 Months Ago
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing) You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging Fix wolves charging despite fire in some circumstances
12 Months Ago
Fix wolves not playing growl anim anymore when startled by fire (regression) Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
12 Months Ago
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
12 Months Ago
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12 Months Ago
Fix wolves not stopping eating when friend nearby gets hit (bros before steaks) Fix wolves often charging instead of circling Fix wolves barking mid fight when very close Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
12 Months Ago
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
12 Months Ago
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12 Months Ago
progress
12 Months Ago
Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
12 Months Ago
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12 Months Ago
Merge: from main Tests: built all modes in editor
12 Months Ago
Shield feedbacks
12 Months Ago
Update: Disable ItemPooling on Client and make server on by default - Controlling variable is no longer replicated to client. Client-side item handling is very lax and would need substantial changes. I don't want to hold up serverside release to get the full package out, I'd rather relase it bit by bit (and less risk of volatility). Tests: Did all tests with both enabled and disabled server-side Item pooling - Built all modes in editor. - Tried reproducing 2 original bugs - didn't work. - Loaded up a save that used to lead to a bug - didn't happen. - Tested in local 2p session on Craggy - could kill, loot, equip and see changes on characters. - Logs enabled through entire process - client didn't try to explicitly cleanup items (since disabled, as intended). - Validated that it's possible to launch with command line disabling item pooling. - Validated that it's possible to override item pooling with executable args
1 Year Ago
Update: added ItemManager logging of Item's lifecycle - level 1 reports creation, loading and removal - level 2 reports scheduling for removal Tests: ran locally in the editor, switched items, dropped gear, looted existing containers. Checked that we get logging related allocs, but they're small (and I can remove them a bit later)
1 Year Ago
Merge from main
1 Year Ago
Subtracting S2P launch site (world_update_2 conflict)
1 Year Ago
Tightened anchors for cliff_hills_large_c and large_f
1 Year Ago
Skin bundles
1 Year Ago
merge from world_update_2
1 Year Ago
Addd AO maps for all medium and large rock formations Unfiied the look of all rock textures
1 Year Ago
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1 Year Ago
Null check on water visibility grid, should stop scene issues with terrain (didn't catch it was executed in edit mode as well)
1 Year Ago
Bugfix: Rcon no longer waits for first command to start broadcasting log messages Tests: Connected to server via test RCon page - started seeing output immediately
1 Year Ago
New: RustLog utility - consistently formatted logs with conditional output - Extracted from BaseMonoBehavior, with forwarding of it's logs to RustLog - Added Item category We have scenarios where we have categorized logs in cases where we don't have BaseMonoBehavior available(Items) - this fills that niche. Tests: Built all modes in editor. Ran with Network logging enabled - saw expected output. RCon page was good.
1 Year Ago
Update: regenerated ItemManager.EnablePooling command Forgot to do it in previous submit Tests: none, trivial change
1 Year Ago
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
1 Year Ago
Convert existing darts to use dartmod
1 Year Ago
Update: ItemRemove now schedules self recycling on Client - subject if ItemManager.EnablePooling is set or not This can automatically handle cases where we have client-side WorldItem & ItemContainers storing client-side items(amortizes synchronization) - but needs code fixing for that. Tests: Tested dropping items(with pooling disabled it's ok, with enabled it's borked), equipping armor(same) - will fix in next CLs
1 Year Ago
wip dartmod
1 Year Ago
bumped exception report message max size to 600 and tied it to a convar (can't be set lower than the original maximum) - this codegen also includes the new servside ragdoll default convar from 104903
1 Year Ago
Merge: from main Tests: Build Server mode in editor, all good
1 Year Ago
Clean: comment explaining Client-side exclusive ItemManager use Tests: none, trivial change
1 Year Ago
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1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
Merge: from main Tests: editor build for all modes(Server borked, but fix coming)
1 Year Ago
Bugfix: Don't leak pooled lists in RunInRadius<T> Thanks for the report! Tests: ran admin commands that would generate a leak - no more.
1 Year Ago
Merge from main
1 Year Ago
cave reverb fix
1 Year Ago
Fixed collision issues in cliff_jutting_d
1 Year Ago
Set biome visuals for all huge, large and medium rocks so that they have biome matching colors Reenabled rock formations in arid Made small rock formations spawn in arid
1 Year Ago
BR zone lines display on water surface and terrain underneath
1 Year Ago
hc revolver - fix for showing too many shells in the reload ( now hides 3p fx when in 1p)
1 Year Ago
Update: ItemManager is available on the client - Like server, ticks in the background and cleans up items - when creating/loading items can optionally specify whether it's client-side or server-side item (checked in exclusive modes) - Made EnablePooling a replicated var, it disables clientside effects We have a bunch of client-side item allocations that we don't correctly clean up - this will help deal with that. Tests: built all modes in editor
1 Year Ago
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1 Year Ago
New large coastal rock formations Converted coastal rock terrain filters to use radius and added decor checks Tweaked all coastal rock prefabs to prevent overlaps Tried to make coastal rocks spawn only next to cliffs Added arctic variants of jutting cliffs
1 Year Ago
vm hc revolver anim event update