reporust_rebootcancel

140,403 Commits over 4,383 Days - 1.33cph!

4 Days Ago
Order fix so its more like before
4 Days Ago
Clean: rename BasePlayer.StableIndex -> BasePlayer.ActivePlayerInd Eventually we'll have SleeperInd and etc, so doing this change early Tests: compile all modes pases
4 Days Ago
Setup Large Apartment Kitchen Cabinets and Cupbaord Prefabs Setup Large Apartment Kitchen Cabinet Detail Layer Paint Material
4 Days Ago
merge from main
4 Days Ago
Clean: delete PlayerCache and it's unit tests Tests: compiles
4 Days Ago
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4 Days Ago
Scaled up the progress image on weapon attachment item icons
4 Days Ago
Bugfix(editor): rengerate client-side shorevector cache if it's size changed Tests: connected to a server running craggy
4 Days Ago
updated merge from lumberjack pickaxe fix branch
4 Days Ago
merging from lumberjack pickaxe fix branch
4 Days Ago
added missing deploy/attack anim events to melee,grenade and paddle anim clips
4 Days Ago
finally made drag-by-angle genuinely consistent at varying angle for all boat shapes and sizes - increased hull triangle bounds slightly to properly fit it - handling non-square hull block bouds when getting bounds of hull for defining raycast planes - increased number of hits per-raycast to handle large bounds, would return incorrect hits in some cases due to unity things
4 Days Ago
Updating wooden armour pants skinning
4 Days Ago
Merge: from main
4 Days Ago
Update: StableObjectArray rewrite - version 2 - Replaces PlayerCache on the server in all the relevant paths Still need to do clientside projectiles stable cache before ripping it out Tests: booted into Craggy, ran around. Need to test 2p, but being stopped by some shore vector out of bounds access, hoping sync fixes it
4 Days Ago
At first add no limit on max build queue
4 Days Ago
Bugfix: StableObjectArray.StableIndexLookup was returning unbounded array Tests: booted into craggy and ran around
4 Days Ago
Compile fix UIPrisonerHoodOverlay
4 Days Ago
Merge from main
4 Days Ago
Replace LocalOrSpectatePlayer property with GetLocalOrSpectatePlayer() that will always prefer to return the currently spectated player regardless of current camera viewmode Replaced property with getter method to make it clearer that we should prefer to cache the player rather than repeatedly fetching Checked and replaced all the previous usages. Many files touched, many minor bugs fixed due to the spectate player value having been wrong. Definitely* no new bugs introduced
4 Days Ago
Jump suit skinning update
4 Days Ago
merge from storeoverride_loading_fix
4 Days Ago
Fixed store content loading when using overrides
4 Days Ago
npc tutorial animations updated
4 Days Ago
Fix potential culprit for double free of tileData
4 Days Ago
Halterneck skinniing update
4 Days Ago
Limit max number of tiles being built in the background
4 Days Ago
Added Salvaged Sword invetory sounds and bone club drop sound tweaks
4 Days Ago
Hide skirt skinning
4 Days Ago
moved ScopedOcean from TestFixture->RustTestFixture
4 Days Ago
Update: useful bits from the first failed StableObjectArray conversion It ended up being too pervasive for my liking, going to try a simpler approach Tests: compiles as part of rewrite, but none otherwise
4 Days Ago
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
4 Days Ago
Prisoner hood overlay fixes
4 Days Ago
removed old test fixture api usage
4 Days Ago
merge from console_uparrow_fix
4 Days Ago
Fixed console auto complete preventing you to go through the history when open
4 Days Ago
Fix budget being treated as seconds despite being miliseconds
4 Days Ago
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride
4 Days Ago
merge from playerboat_tests
4 Days Ago
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4 Days Ago
Merge from main
4 Days Ago
Merge from water_well_B_spawn_fix
4 Days Ago
Fixed food cache not spawning in water well B
4 Days Ago
Testing changes to Jenkinsfile
4 Days Ago
Fixed client convars with an empty default value showing as [?]
4 Days Ago
merge from convar_defaultvalue_fix
4 Days Ago
merge from main
4 Days Ago
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
4 Days Ago
Sit visuals correctly