reporust_rebootcancel

140,651 Commits over 4,383 Days - 1.34cph!

Yesterday
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
Yesterday
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
Yesterday
Potential fix for scientists not spawning on cargo
Yesterday
Fix minor typo in WhatUsesThis
Yesterday
Merge fixes.
Yesterday
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
Yesterday
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices - added unit tests Should help us maintain packed state of dependent arrays - will start converting current use cases next. Tests: ran unit tests
Yesterday
merge from main -> fix_dynamic_occlusion_pausing
Yesterday
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
Yesterday
simplified encryption again
Yesterday
Simplify encryption
Yesterday
Merge from main
Yesterday
All remaining monument fixes.
Yesterday
Fixed a bunch of errors when baking and using the LOD baker tool
Yesterday
merge from playerboat_droppeditem_parent_fix
Yesterday
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
Yesterday
main -> vendingmachine_ui_refresh
Yesterday
range and accelerated visuals LODs and material setup prefabs replaced and updated.
Yesterday
Updated encryption strategy
Yesterday
removed sneaky anim event sfx from 3p sitting anims
Yesterday
exported unique firecracker 3p animations and linked to new holdtype anim controller
Yesterday
merge from pooltable_and_dartboard_models -> darts_minigame
Yesterday
init darts minigame branch
Yesterday
Added optional encryption to Rust Relay
Yesterday
Fixed final vending entry pushing itself out the screen
Yesterday
Swap to a string builder to save a few allocations when updating dynamic pricing
Yesterday
merge from deepsea_navmesh_optims
Yesterday
When the deep sea opens, wait for island navmesh bake to finish before starting the next Added deepsea.navmesh_spawninterval (was using entity interval before)
Yesterday
Dynamic pricing support (nearly there!)
Yesterday
merge from dragbyangle_rebalance
Yesterday
Added combining of source meshes and materials in the LOD Baker tool to make it compatible with the baking script
Yesterday
merge from main
Yesterday
merge from deepsea_loot_balance
Yesterday
Tweaked deep sea loot: - Initial loot when the sea opens slightly reduced (~15%) - Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100% Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
Yesterday
merge from playerboat_player_transfer_fix
Yesterday
replicated previous fix in jobs version of code
Yesterday
merge from playerboat_player_transfer_fix
Yesterday
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Yesterday
merge from main
Yesterday
merge from spraycan_barrels_support
Yesterday
fixed shallow wall shelves skinnable redirect to shallow shelves not half
Yesterday
Prefix nav logs correctly in RustNavmeshAgent
Yesterday
Convert all old scientists to use new navmesh agent
Yesterday
Merge from terrain_renderer
Yesterday
Actually assign culling value in cullingtest
Yesterday
industrial shelves half height and wall shallow - skin created and setup - item updated
Yesterday
wall shallow bamboo shelf - fix sitem itemname to allow skinning from repair bench and spray can
Yesterday
Check default navmesh is built and log error if not in agent queries
Yesterday
Revert last commit