reporust_rebootcancel

140,535 Commits over 4,536 Days - 1.29cph!

Rin
3 Days Ago
merge from monumentblocker_fixes
Rin
3 Days Ago
merge from powergridenginefx_nrefix
Rin
3 Days Ago
merge from monumentblocker_preventmovement
Rin
3 Days Ago
merge from arrowhead_fix_3
Rin
3 Days Ago
merge from contact_list_note_fix
Rin
3 Days Ago
merge from fix_rendererlod_mats
3 Days Ago
- Prevent child state from re-entering itself from parent transition (common cause of bugs) - Fix croc never entering onNavmesh state - Fix pendingStates not working when logIssues is disabled - Fix livestock fixtures being broken when using new navmesh
3 Days Ago
Merge from main
3 Days Ago
updated building skin testing save file
3 Days Ago
scrap king - building grade, localization, upgrade command
3 Days Ago
scrap king building skin - wip models, prefabs setup, conditionals
3 Days Ago
cherry pick from planters_guide_fix
3 Days Ago
cherrypick 21 various guide mesh fixes from prop_optimisations
3 Days Ago
cherrypick tier 3 workbench guide mesh fix from prop_optimisation
3 Days Ago
cherrypick small engine guide mesh fix from prop_optimisation
3 Days Ago
cherrypick tripod spotlight guide mesh fix from prop_optimisation
3 Days Ago
cherrypick wind turbine guide mesh fix from prop_optimisation
3 Days Ago
2nd pass cherry pick on boat building station
3 Days Ago
cherypick boat building station guide mesh fix from prop_optimisation
3 Days Ago
cherry pick chanelier guide mesh fix from prop_optimisation
3 Days Ago
chery pick sail guidemesh optimisation fix from prop_optimisation
3 Days Ago
cherrypick cannon guide mesh fix from prop_optimisation
3 Days Ago
merge from main
3 Days Ago
Add achievement for killing a player with a mortar shell
3 Days Ago
Add achievement for renting an apartment
3 Days Ago
- Add new achievement for inserting a heavy fuse into the power plant - Can now get the player responsible for item moves in an ItemContainer. Needed for this achievement and also fixes the analytics event for inserting heavy fuses sometimes using the wrong player - Cleanup some of the new clan achievements code
3 Days Ago
- Fix ai.showstate text being on a single line - Fix kicking not working
3 Days Ago
- Worldmodel set up - Added placeholder sound events to viewmodel anims
3 Days Ago
fixed pooled renderer lods using lod0 materials on other lods. refactor toSet param since its no longer used.
3 Days Ago
- Hook new cow stomp, sheep turns, happy canter - Calves now do the opposite of old cows, they always move faster (it helps them keep up with their mom despite their smol legs) - Cows now remember if you attacked them, and don't just get chill towards you instantly after fleeing - Cows can kick if you run after them too close while they flee - Baby now spawns laying down, and slowly gets up while the mom looks at it - Fix bull turning its back to you when you approach it and it's defending a cow, it should just stand its ground - Fix all cows fleeing when you shoot near them, but the bull keeping grazing as if nothing happened, now he should attack - Fix cows stopping flee despite the threat still being close
3 Days Ago
Wire pass on the 4x small randomised rooms so far
3 Days Ago
nailgun refresh latest vm anims exported
3 Days Ago
merge from lod leak fix
3 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
3 Days Ago
Add dedicated depth texture for motion vectors
3 Days Ago
fix staying lods staying active when pooling
3 Days Ago
- Fix rendered icons not using the same cubemap
3 Days Ago
Merge from main (discarded entity rig update from main)
3 Days Ago
Fixed super tight fov on character creator
3 Days Ago
- Bake a reflection probe inside the customisation scene - Setup new cubemap as environment default
3 Days Ago
Added AudioSourceEntity tests, download timeout Improved client playback time synchronization and URL validation Polishing pass
3 Days Ago
manually reverted 161177 and tied it to a poolable.cachestatesoninit convar for further testing, stops the jungle fps drop
3 Days Ago
Add special transparent motion vector pass to view model This new pass is used for transparent-yet-solid objects like the Crystal AR skin. I also moved the view model's motion vector pass to OnBeforeImageEffects (after transparent) where writing to the depth buffer has fewer consequences.
3 Days Ago
- Fix graze share counting the walk so fullness kept falling - put the old drink rate back - let starving animals roam for food - guard ResetPath on unplaced agents
3 Days Ago
Registration fix
3 Days Ago
Codegen, manifest
3 Days Ago
underground small train station update
3 Days Ago
Cow stomp animation added
3 Days Ago
- Move CoatIndex after the other autosaved syncvars so older livestock saves read the right bytes - Skip a parent which has a coat the calf prefab has no material for when inheriting, else a stale number wtill be handed down - Resend the newborn right after its coat is inherited else it change scolour after appearing - Forget the painted coat in OnDisable rather than OnEnable, pooling runs that after the next occupant has already painted - Apply the corpse coat from ClientInit alone and drop the syncvar callback that fired before the ragdoll existed - Compare coat names per index across stages and ragdolls, not just the count - Move SaveAndRestart in RustTestFixture and SpawnOnNavmesh in AITestFixture and use them from the livestock fixtures - Reword the InitCoat and save test comments, the isLoadingSave guard only saves a roll the load overwrites anyway
3 Days Ago
Can no longer clip the character preview camera into the walls/props - spherecast and pull itself out of geometry