reporust_rebootcancel

138,928 Commits over 4,505 Days - 1.28cph!

Today
Cull the bone hierarchy on the building/boat planner on the server Should remove 17 gameobjects per planner on the server
Today
Converted cctv cameras and windmills
Today
Tesla coil and igniter tests
Today
Merge from sprinkler_fixes_aug_26
Today
Added white boomer firework so pack icon doesn't look misleading New colour variant following the existing prefab setup - item, mortar, shell, icon and PFX. Recoloured from the blue variant. will need a look over
Today
Merge from main
Today
Nexus connect modal fixes
Today
Fix MaxPlayers being wrong after my changes
Today
fixed jungle primitive loot box gibs not using the proper material upon destroy
Today
Converted water wheel, added some tests
Today
fixed gibs for the crate_basic and its gib colliders.
Today
merge from f1_menu_category_sort
Merge from m15_modslots_fix
Export test list
RidableHorse.prefab
Today
re-exported crate_basic so the scale is zeroed out
Merge from main
Test feedback
Today
Fix log messages from other threads not showing up in the console / RCON due to not having a threaded log handler - buffer in queue, swallow on main thread and feed into normal logging callback
Today
Update other conditional model code to take into account null slots in conditionals (since we cache the last state of each conditional instead of only storing the spawned conditionals)
Today
Optimize conditional models to only refresh if they are changed - fixes condition models all being destroyed and recreated every single time the model state was changed instead of only creating and deleting the conditionals that needed to be
Today
Typo fix
Today
ordered f1 menu category buttons alphabetically Sort by the translated button label instead, so the list reads A-Z
editor_multiplayer -> main
- Final name cleanup - Fix performance logging NRE - Hot reload fix
Today
Fixed effects not firing
Custom FP Scenario dropdown to replace the default Unity one - Renames/improvements - Fix few more second client NRE's - Crosshair NRE fix
Today
Fixed not being able to transfer water into the held water bucket via the UI. Includes automated test. Fixed LocalPlayerTestFixture not waiting for the player to spawn in and asserting too early
Today
add a scroll fade/gradient to tabs
Today
removed unnecessary prefab
Yesterday
Added test_physmat_cube_COL, a per-face physics material test asset Cube with 6 physics materials, one per face, each side of the cube split differently to test how material boundaries behave. 6 is more than any real asset would need, deliberate headroom for finding the edges of the per-face lookup rather than a realistic case.
Yesterday
merge from flex_color_picker_fixes
Yesterday
Update: consolidate OS specific calls to RustNative Still gotta build and test linux and mac, gonna do that tomorrow Tests: ran temp scene
Yesterday
Reverted previous idea, now using a better way of fixing it
Yesterday
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
Yesterday
Move code around, don't unload filestorage since domain reload should handle it
Yesterday
merge from automated_testing
Yesterday
One more that I missed
Yesterday
Simplified battery console commands
Yesterday
Set main power slots for EngineListener and AlarmSystem prefabs (DummySwitch from monuments)
Yesterday
TeslaCoil, SolarPanel, FuelGenerator cleanup
Yesterday
Fix alignment issues on non-keyframable rows, they had an ugly left offset before.
Yesterday
Removed all the old IO code from the battery class (feels amazing)
Yesterday
update from main
Yesterday
Update: disable Unsafe.UseMultithreadedScripting on CLIENT - codegen Need to figure out how to better patch out the managed check when doing an IL2CPP build, will leave that for later Tests: tested booting test scene both in CLIENT(ran on main thread) and SERVER(ran on thread pool) modes
Yesterday
Fixed flexible color picker hex input fields across various panels; generic painting dialog, row workshop color, ornate frame config, balloon config
Yesterday
exported updated glass ar admire anim
Yesterday
Compile fix
Yesterday
merge from main
Yesterday
Started to refactor the two existing large train tunnel rooms (separated elements, renamed to match naming convention, fixed pivots, added door offsets). WIP