reporust_rebootcancel

136,964 Commits over 4,352 Days - 1.31cph!

4 Days Ago
Compile fix
4 Days Ago
merge from main
4 Days Ago
Added two console commands ClearContainer and ClearContainer_radius
4 Days Ago
Merge from main
4 Days Ago
Automatically generate help text for convars with args that don't have help text in the attribute
4 Days Ago
Fixed disable world prefabs pref not disabling for all paths
4 Days Ago
merge from deepsea_fixes
4 Days Ago
Added some logs to help solve the mystery of the missing deep sea portal
4 Days Ago
merge from main
4 Days Ago
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4 Days Ago
Add RendererBatch to box conditional contents
4 Days Ago
Collision, gibs, prefab setup
4 Days Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
4 Days Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
4 Days Ago
Merge: from main
4 Days Ago
merge from main
4 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
4 Days Ago
Apartment complex b progress
4 Days Ago
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4 Days Ago
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
4 Days Ago
Moved drop controller and hero modals warmup to the home tab warmup
4 Days Ago
merge from indirect_instancing
4 Days Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
4 Days Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
4 Days Ago
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
4 Days Ago
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
4 Days Ago
exported minicopter 3p idle anims and edited left hand ik target in entity
4 Days Ago
merge from boxes_dlc
4 Days Ago
merge from main
4 Days Ago
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
4 Days Ago
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
4 Days Ago
missed consolesystem commit for painting line tool
4 Days Ago
Added packet count flushing
4 Days Ago
merge cannon_fuse_burn to main
4 Days Ago
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
4 Days Ago
Skin pass for vagabond jacket
4 Days Ago
merge from main
4 Days Ago
update from main
4 Days Ago
Fix cannon handle spinning due to buoyancy.
4 Days Ago
merge from 144620 failed merge
4 Days Ago
merge from storepage_boxes
4 Days Ago
Restore component box prefab Tweaked cyclegameobject timing
4 Days Ago
Apply the door fix to the unused boat door
4 Days Ago
added RustRelay ArrayPool to print_arraypool
4 Days Ago
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels) Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
4 Days Ago
merge from boxes_dlc
4 Days Ago
Fixed loot not respawning on deep sea ghost ships
4 Days Ago
merge from main
4 Days Ago
switch to using DecayEntity.GetPrivilege