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136,881 Commits over 4,474 Days - 1.27cph!

Yesterday
Update: WipeTimer now returns time rounded to a second No change for gameplay, but makes serialization tests consistent Tests: 20 runs of TestMTSave(WipeTimer), all pass
Yesterday
Update(tests): TestMTSave - move protobuf serialization to worker threads to catch more invalid API usages Revealed 2 failures Tests: ran all TestMTSave - MarketTerminal (TimeUnitl) and WipeTimer(missmatching stream) failed
Yesterday
Bugfix: avoid Time call in ChickenCoop.Save to make it MT friendly - added chicken as part of test setup to trigger this path Tests: TestMTSave pass
Yesterday
merge from main
Yesterday
Updating m92 viewmodel mesh
Yesterday
merge from snapping_bind
Yesterday
Also updated wire slack and snap attraction point game tip to use tokenized binds
Yesterday
Added support for tokenized phrase in settings tooltips, updated deployable snapping tooltip to use [+snapping]
Yesterday
Update: BasePlayer - don't mutate own model state on save We modify the copy as we send it, and the original value should be modified on every tick, so should be safe Tests: none, trivial change
Yesterday
Update: make ItemBlueprint.FindBlueprint MT friendly GetComponent is not thread safe, so caching item->blueprint pairs at init time Tests: setup TC, made sure it has right upkeep calculated
Yesterday
merge from snapping_bind
Yesterday
Added snapping to the keybinds menu
Yesterday
Added a dedicated realmed bind for snapping, used by the wire tool and deployable snapping Fixed autorun causing issues with wire tools
Yesterday
First pass on adding events to cover apartment and shop usage
Yesterday
merge from cui_updates
Yesterday
Fix for Tooltip references breaking on Jenkins builds
Yesterday
Fixed no domain reload editor topbar button disappearing constantly
Yesterday
merge from defaultbinds_fix
Yesterday
Fixed bind_default not being bind realms aware (fixes +prevskin and +nextskin not bound by default)
Yesterday
Added some visual electric cables in airfield tower to display current flow to fuseboxes, computers airfield S2P
Yesterday
Added information sign in airfield tower to explain the computers drop logic
Yesterday
set up material randomiser for spray
Yesterday
merge from main
Yesterday
Calf initial setup
Yesterday
Hooked up testing patrol path Update walk states
Yesterday
Dolly edit context menus, clean up transitions, a bunch of ux improvements
Yesterday
New LIvestockAnimal class, Cow now derives from that
Yesterday
Merge from skin_randomiser
Yesterday
Some checks
Yesterday
Added support for builtin skins to have a random selection of materials Exposed as MaterialRandomSet, stores an array of material arrays Randomised based on world position so it should consistent between clients
Yesterday
Add gradients for rust utk, add them to timeline/options panel
Yesterday
Merge from attachment_fx_fix
Yesterday
Refactor ItemModSound to apply it's sounds client side based on UI drag/drop as opposed to after the fact on the server side Fixes attachment equip/unequip sounds being audible by other players - no other item movement logic in the inventory causes sounds like this Also saves a message being sent from the server every time an attachment is equipped so a mild bandwidth improvement as well
Yesterday
Fix puppets not compiling in client-only mode
Yesterday
merge from shield on back
Yesterday
Turn shield on back into a bind
Yesterday
merge from shield_on_back
Yesterday
...don't allow for toggling it too quickly.
Yesterday
Add `client.shieldonback` setting to keep your shield always on your back rather than taking it out.
Yesterday
Merge from bag_compass_marker
Yesterday
Add the option to display a sleeping bag/bed/etc on the compass Only one can be shown on the compass at once, can be toggled by looking at the bag (not via the map)
Yesterday
game_room_dlc -> main
Yesterday
Increased stack size 10 > 20
Yesterday
Disable gestures on roundabouts/swings
Yesterday
Pool: fix the cue not sitting properly in 3p (right hand) (again)
Yesterday
Fixed loadout not refreshing correctly when deleted/created by another admin when the f1 menu is closed
Yesterday
update from main
Yesterday
Phrases
Yesterday
merge from steaminventory_nre_fix
Yesterday
Fixed Steamworks.SteamInventory.GetAllItems NRE Steam inventory screen fails gracefully when Steam is not reachable