reporust_rebootcancel

141,534 Commits over 4,383 Days - 1.35cph!

Today
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
Today
Unify naming conventions, everything is now called RustNav
Today
marketplace set dressing - some more iterating, more work needed on front street end
Today
Merge: from sanitize_specatating_players - Bugfix for NRE spam when spectate mods don't correctly setup spectating Tests: none, trivial change
Today
Bugfix: ServerOcclusion - add defensive checks for suspected spectate mods The mods should be fixed, but at least it won't put servers in a weird state. Tests: none, trivial change
Today
Update error messages to mention the command line argument rather than the convar
- Fixed binocular overlay from sticking around on reconnect - Fixed binocular overlay firing material changes into plastic
Today
Fixed WorkshopCameraKeybindAnchor still using old input system Updated WorkshopEditor scene to remap the inputs
Today
Merge from main
Today
merge from automated_testing
Today
Didnt save
Today
Fix mortar indicator not cleaning up on disconnect
Today
Merge from Main
Today
New Sounds added for the Salvaged Cleaver refresh
Today
Disable new navmesh by default, use command line argument "-useNewNavmesh" instead of convar to make it impossible to change at runtime (as it's not supported)
Today
Bowless Crossbow - added worldmodel with arrow mesh for 3p rig
main -> server_browser_update_2
fix dodgy merge
binoculars_fix -> main
Today
Merge from workbench_upgrades
Today
Add poolable to upgrade visuals
- Codecleanup - New binocular effects toggle at night
Today
Flagged tests that need to be ignored by CI
Today
Batchmode testrunner is now using a dedicated CI testlist by default, can be overriden with any testlist by adding a path to the +autotest command line CI testlist is generated when we generate the regular test list Tests can be excluded from CI with the ExcludeFromCI attribute Test parameter can be filtered too with FilterForCI in TestParameterSource
Today
Do not build the unity navmesh when in recast mode
Today
Assert inside all recast methods that the useUnityNavmesh is false
Today
Progress on parquet floor (replacing concrete floor) in penthouse apartment
Today
Fix generic overlay scaling causing mortar UI to scale the wrong way
Today
Add reset static fields to base screen shake
Today
merge from main
Today
Quick icon panel cleanup. Static RPC guard.
Today
merge from main
Today
merge from placement_ignoreentity
Today
Added an ignore entity field to Construction.Placement that can be used by socket mods down the line This allows us to ignore the entity being upgraded/reskinned when running SimpleUpgrade::IsUpgradeBlocked. Fixes large furnace reskins always failing
Today
Make useUnityNavmesh convar only work on server start, do not build recast navmesh if it's set
Today
mortar anim updates
Today
Merge from SalvagedRecycle - Fixed salvaged workbench upgrade not recycling into anything
- Stop unity complaining about main tex - Ensure ping markers show up
Today
Fixed salvaged workbench upgrade not recycling into anything
Today
marketplace set dressing backup
Today
Remove unused WS methods, fixed more usages of subNavmesh in unity mode
Today
Updated Freestanding Sink Prop Textures
Today
Move mortar shell visual to the prop bone on mortars
Today
Fix cases where rotation could still be using recast in unity mode
Today
Industrial Storage - tweaked icon settings in prefabs
Today
Merge from workbench_upgrades
Today
Merge from test_fixes
Today
Fixed a few more test issues causes by correctly testing all benches. All tests now pass.
Today
changed bowless crossbow steamid to 10492
Today
Fix other cases where it was possible to fallback to recast code path when agent is null but useUnityNavmesh is true