reporust_rebootcancel

155,675 Commits over 4,566 Days - 1.42cph!

Today
More editor test fixes Test list
Today
Fix SocketMod_TerrainCheck.cs after merge
Today
Codegen
Today
Fix Antihack.cs after merge
Today
Baked sheep fleece, was needed after 166175
Today
Client tests cleanup
Today
Master key tests cleanup
Today
Livestock test cleanup
Today
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Today
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Today
merge from main -> fix_foundation_clipping_rocks
Today
Fix player teams / invites / contacts being lost when server crashes / didn't get shut down correctly - another save cache issue Add ability for entities to opt out of using the save cache, enabled on RelationshipManager
Today
Fix medieval doors not counting as closed for base occlusion (they were prefab variants not straight skins)
Today
Some fixes/tweaks I found when playtesting earlier today, now I kinda have internet back.
Today
Bugfix(editor): fix net id desync after reloadmap Tests: threw a rock after reloadmap - no desync errors
Today
remove toggle option for neutral light, it's stuck on in rrp for now
Today
Big test description pass
Today
Removed all the useless TestTimeout attributes, tests already have a 30s default timeout
Today
made costal cliffs take 2s instead of 34s by adding caching to the recursive search (maxed around 400KB memory at max) - falls back to recursive if the cache misses
Today
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup Tests: reloadmap didn't generate errors
Today
merge from main
Today
TestLivestockHome cleanup
Today
fix water reflection probe funkiness when using the chippy arcade machine in RRP
Today
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Today
Added static prop versions of blue computer terminals. Added collision for Small Random Room J
Today
improved monument placement - 13s faster - split tier check out to early exit as a first check and water check to run at the end - let distance checks exit early on the first monument it finds that's too close, reject behaviour is the same
Today
merge from render_pipeline_testing (fixes)
Today
merge from main
Today
Milky Healing Tea 112 > 100 healing, currently cant have more than 100 pending health anyway
Today
replaced topology query job with direct call into burst compiled code via blittable UnsafeList<T>, the tiny job runbyref overhead adds up with the amount of queries we make - shaves another 22s off, which is ridiculous
Today
fix volumetric fog shadows not working in RRP
Today
optimize the flash beams too, they share the same shader as lasers.
Today
Excluded some benchmark tests from CI
Today
update from main
Today
Bugfix: avoid local client player being destroyed during scene switch also trying scene loading to happen if already in the same scene, but breaks a bunch of stuff Tests: reloadmap, no longer seeing one of breadcrumb errors, can see legs and move
Today
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Today
merge from main
Today
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Today
Added an editor test to check the store doesnt use mp4 videos because looks like I can't check a video extension myself
Today
Fixed the contact images being too dark on RRP
Today
Halloween Wallpapers - texture updates
Today
Updated instrument dlc video (was mp4) Removed some old mp4 refs in prefabs
Remove serialized field for VehicleSpawner on VehicleVendor, vendor now finds this automatically when spawned
Today
Merge from rust_render_pipeline
Today
Merge from main
Today
Fix garage doors blocking navmesh above them when closed
Today
Rebalance how much food livestock needs (stomped Jarry halving the amount with a previous fix)
Today
merge from critter_animals
Today
fix turtle error log - swimming NPCs no longer pause their navmeshagent, the agent is disabled but required on the prefab for other dependencies
Today
Fix pooling bugs causing crabs and jellyfish to often be invisible