reporust_rebootcancel

143,378 Commits over 4,413 Days - 1.35cph!

4 Hours Ago
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4 Hours Ago
merge from autoturret_workshop - split off hidable cover mesh used for bows and updated entity flag toggle to hide/show the mesh instead of change material which fixes the workshop skinned auto turrets not applying material to cover mesh. Updated this in all instances of auto turret / sentry across monuments, ran scene2prefab all. Updated workshopsource auto turret model
4 Hours Ago
merge from mortar_fixes
4 Hours Ago
Fix spectator mode being broken for vehicles that don't override position/rotation
4 Hours Ago
Merge from batch_renderer_group
4 Hours Ago
Only initialise BatchRendererGroup if using a render pipeline
4 Hours Ago
merge from auto_turret_cover_fix including scene2prefabs
4 Hours Ago
scene2prefab with auto turret fixes
4 Hours Ago
Merge from Main/bowless_crossbow
4 Hours Ago
merge from mfm (merge from main)
4 Hours Ago
Industrial Storage - added missing physics material to horizontal variant
5 Hours Ago
Merge from main Manually resolve merge hell in SprayCan.cs
5 Hours Ago
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
5 Hours Ago
Optim: Jobs 3 - skip running PreallocNetWrites On a busy server we can end up sending 1.5k entities in a frame, and it can cost us 0.7ms total on preallocation. With recent pool rewrite we should be able to allocate on demand. Tests: On Craggy ran around/broke stuff/ziplined with Jobs 3
5 Hours Ago
Full screen skinviewer layout/transition changes
5 Hours Ago
Collision for large apartment
5 Hours Ago
Adding new world model rig for m16
5 Hours Ago
Merge from industrial_dlc
5 Hours Ago
Reorder industrial shelf colours to match shipping container
5 Hours Ago
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5 Hours Ago
Remove legacy built-in instancing support from Rust/Standard shader. We're all-in on RRP, SRPB, BRG and all the other fancy acronyms.
5 Hours Ago
Fix rare NRE from missing player models when creating sweep handles
5 Hours Ago
update from main
6 Hours Ago
merge from PlayerRigUpdate2
6 Hours Ago
Fix burst cloth when spawning in near sleeping players
6 Hours Ago
Updated shorts to eliminate transparency bleed in some skins
6 Hours Ago
Caching m16 viewmodel textures
6 Hours Ago
Show faded fuel blocks when consumed instead of hiding them.
6 Hours Ago
Mortar animation update
6 Hours Ago
linked 5.56 bullet prefab M16a2 bullet bone in viewmodel prefab and vm anims updated
6 Hours Ago
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
6 Hours Ago
Merge from lockin
6 Hours Ago
6 Hours Ago
FIx map not appearing
6 Hours Ago
compile fix
Today
set serialized version as well
Today
wip keep locked trajectory visible but allow now control after locking in.
Today
tool just injects the property into the .unity file instead of opening and saving it
Today
testlist
Today
updated m16a2 world mesh material order issue
Today
initial tool
Today
Fuel UI tweaks
Today
added /ProfilerCaptures to ignore.conf
Today
Add fuel related UI prefabs. Refactor/move UI fuel code.
Today
Merge: from buildcommand_allocs - Optim: reduce alloc count from building Arg commands from 20+ to 2 on average - Update: expanded StringView API, Tests: unit tests and running a bunch of different console commands
Today
added prefab exporter
Today
m16a2 textures update
Today
Mortar animation update to use the player update content
Today
update: m16a2 textures , shading fixed on worldmodel
Today
Merge: from main