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144,536 Commits over 4,444 Days - 1.36cph!

11 Months Ago
oil rig foot collision, lods
11 Months Ago
Skin viewer: Added a new setting to rotate the item when entering full screen mode, looks cooler Tweaked most guns Added frog boots and clatter helmet items
11 Months Ago
Update: DemoBuildingsViewer - add ability to export as a merged base Tests: exported 3 bases from staging demo as 1
11 Months Ago
Merge from lightup_hazmat_codelock_pips
11 Months Ago
merge from iconrenderer_improvements_batch -> main
11 Months Ago
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11 Months Ago
11 Months Ago
Fix some remaining doors and non-prefab entities S2P bandit camp, ranch, large barn
11 Months Ago
toolbar_compile_simulator -> main
11 Months Ago
Fixed items with no skins loading indefinetely
11 Months Ago
Strip from build
11 Months Ago
Keep track of all 3 compile target states and parse it that way (only show green if all 3 pass, red if one fails)
11 Months Ago
Update: DemoBuildingsViewer - can load multiple bases in a scene Exports them separately, for now. Tests: loaded top 20 bases from staging demo
11 Months Ago
fish crate model, textures, prefabs more set dressing on ship
11 Months Ago
Added toggles to turn culling stages on and off
11 Months Ago
Tweaked settings dropdown padding Moved FPS counter option in UI category
11 Months Ago
SkinViewer scene added to bundles
11 Months Ago
fix heliFX method compile location server -> shared
11 Months Ago
Fix UIDialogs not working when using asset scenes
11 Months Ago
Added a toolbar button for the compile simulator (shows most recent state)
11 Months Ago
Added Rust Render Pipeline package contents
11 Months Ago
Bugfix: DemoBuildingsViewer - spawn TOD prefab to allow digital clock to work Otherwise it NREed Tests: loaded base 3839 from staging demo
11 Months Ago
Skin viewer loading indicator
11 Months Ago
Changed the Rust Render Pipeline package to a custom rather than git based package as not everyone will have SSH or git credentials set up
11 Months Ago
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11 Months Ago
Bugfix: DemoBuildingsViewer - prevent attribute accumulation that leads to skin duplication Tests: loaded up the largest base from staging demo
11 Months Ago
Bugfix: DemoBuildingViewer - fix building block skin spawning in the wrong location Discovered that there's a new bug with duplicating skins on succesful scene opens Tests: spawned the largest base from staging
11 Months Ago
Add Ians new rotation script, update automated render script
11 Months Ago
Add new scientists to large oilrig, setup their zones, add debug draw for zone appartenance, create custom editor to edit zones instead of manually entering extents
11 Months Ago
remove twitch drops and weekly skin old files
11 Months Ago
clarified water trace setup
11 Months Ago
Added toolbar extender
11 Months Ago
Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall Test: projectile tests all still passing
11 Months Ago
snapping_improvements_3 -> main
11 Months Ago
General snapping changes to computer station and rivals desk
11 Months Ago
Medical syringe animation update - inject self
11 Months Ago
Bugfix: BaseRaidBench - ensure weapons fire right projectiles - Also reset cooldowns between runs Tests: ran the scene
11 Months Ago
Remove new snapping from large planter
11 Months Ago
Merge from main
11 Months Ago
Fix facing direction, when calculating snapping rotation. This ensures the object will nearly always point towards the player to start with (still adjustable with R)
11 Months Ago
Fixed skin viewer not resetting loaded skin before applying another one
11 Months Ago
Small cleanups left over from a failed experiment
11 Months Ago
Strip "This skin glows in the dark" from the item descriptions, we have the glow tag now
11 Months Ago
patrol_heli_crash_fix -> main
11 Months Ago
main -> patrol_heli_crash_fixes
11 Months Ago
Update: BaseRaidBench - add support for multiple run configurations - Also remote players now have id in their game object names for easier debug - Fixed a bug with accumulating frame counter (:ops: #2) - Updated subtitle display to see what's running There's a burst-related NRE that gets picked up, but it's not directly related to benchmark. Tests: ran the scene
11 Months Ago
main -> snapping_improvments_3
11 Months Ago
Fixed missing scripts on loading screen prefab
11 Months Ago
- Added the Rust Render Pipeline package to start testing it within the main project. - Updated PostProcessEffectSettings child classes to use the correct types within the correct namespaces, as adding the core render pipeline package introduces duplicate types within the UnityEngine.Rendering namespace.
11 Months Ago
Missing tag on pressed calls