143,255 Commits over 4,413 Days - 1.35cph!
Update: add StringView.EndsWith(StringView)
- added trivial unit test
Tests: ran unit tests
Fixing swimwear 05 skinning
exported latest M16a2 vm anims and added vm renderer script to gun parts in its viewmodel prefab
Remove no longer needed RustDOTSInstancing.cginc
Port UNITY_ANY_INSTANCING_ENABLED from UnityInstancing.hlsl to UnityInstancing.cginc
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Fixing gap on twitch underwear
Use a different method to override UnityShaderVariables.cginc and clean up some unneeded changes to Standard.shader
Merge from industrial_dlc
Add compiler define in NavMeshEditorUtilities to stop compile simulator from failing
Editor only script so wasn't a problem in builds
Adjusting ghost sheet brust cloth settings
Fix industrial shelves not retaining colour when switching LOD's, follows same pattern used on shipping container building
add workshop toggle for AK in turret
Rework colour changing for industrial shelves to be more generic and move it all to a component that can be attached to entities we want to be able to change colours
Removed all the bespoke stuff for buttons changing colour, it now uses this component and also has to use the spraycan
workshop bespoke auto turret prefab and icon generator manifest
Attempted fix for Hair.Get returned a NULL hair spam
Merge: from pool_mt
- Bugfix: implemented missing Pool.Reset and ResetMaxCounterUsage
Tests: booted into craggy couple times with Skip Domain Reload active - no NYI exceptions
Bugfix: Implement Pool.Reset and ResetMaxUsageCounter
Tests: booted into craggy and stopped a couple times with Skip Domain Reload active
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adding burst cloth to third person industrial torch
fixed renderer batch on medium apartment
Make Rust/Standard render correctly with BatchRendererGroup most of the time
Stop using material mapping
increased monument radius slightly as that caused some issues inserting in procmap
fixed bunch of topology/splat leftovers
apartment complex S2P
merge from autoturret_workshop
added backfaces to autoturret feet, re-assigned skinnable, set max tex res to 1024 to mirror base game res
game_room_dlc_pool -> game_room_dlc
fixed carpark_e LOD2 not displaying the right baked material/UVs
cassette recorder deploy animation timing update
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
Remove "rustnav warp" log
Head no shadow object bounds are matched to head bounds, partial fix for sorting issues with glasses
Added EffectRecycle script. Stops an error in the client log everytime you deploy a large furance (old issue).
Fix merge conflict with Jarryd's fix on AI not being able to be spawned inside of WakeAI zones if in an editor scene