reporust_rebootcancel

158,836 Commits over 4,566 Days - 1.45cph!

Yesterday
more_lod_optims -> main
Yesterday
Fixed hole in lighthouse exterior mesh which was now visible with the window removed. Ran S2P.
Yesterday
Merge from main
Yesterday
Fix ice sculpture shader error
Yesterday
Merge from main
Yesterday
merge from bird_critters 🐦‍⬛
Yesterday
merge from save290 - Staging wipe!
Yesterday
Network ++ Save ++ Persistance ++
Yesterday
Fix crowflock error, remove debug cube, manifest
Yesterday
adding lots of props for underground medium train station
Yesterday
merge from main
2 Days Ago
ItemModEntity.playerOnlyEntityBeltOnly defaults to true
2 Days Ago
Disable storagecontainer.canrequireauthifnolock in softcore
2 Days Ago
Merge from boat_scientist_fix
2 Days Ago
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)
2 Days Ago
Update the eu_15 test data zip
2 Days Ago
Fix angled walls sometimes picking the incorrect adjacent half height wall
2 Days Ago
small wooden table; - gibs added - world model added - item updated - prefab updated
2 Days Ago
Merge from main - need to add the uzi to the twitch drops render scene
2 Days Ago
Fixed scientist spawned boats getting left behind once scientsts have been killed
2 Days Ago
small wooden table; - lods added - prefab updated
2 Days Ago
Batched meshes only recalculate UV0 distribution metric, UV1 are for lightmaps which we don't use Editor profiling, walking around the same big base: RendererCell.ApplyBatches ~4.5ms -> ~3.1ms
2 Days Ago
Merge from main
2 Days Ago
Fix "can't remove Light because RustAdditionalLightData" and Door-related AnimationEvent error spam
2 Days Ago
small wooden table; - adjusted item name - prefab updated - icon updated - sitem created - ran manifest, localization, skins
2 Days Ago
Show BoxColliderBake component in inspector Remove source asset id field, now expects a diret reference to the model asset Remove menu items
2 Days Ago
Merge from prefab_hierarchy_flatten
2 Days Ago
Merge from livestock_animals
2 Days Ago
Stop processing nested entities twice, which was causing some doors (and possibly other things) to break
2 Days Ago
Fixed shears world model not playing deploy animation (was playing fire instead)
2 Days Ago
Attempt to make clearer what recessive genes are, by naming them explicitely in the UI and vendor instead of hinting at them
2 Days Ago
Possibly fixed double firing shears sfx and missing attack event warnings
2 Days Ago
Fix steam networking bug from only sending the last batch as Immediate - set every single batch as immediate on steam networking, only set last batch on raknet - fixes every packet waiting 5ms for nagle in steam networking
2 Days Ago
Merge from main
2 Days Ago
small games wooden table; - texture polish
2 Days Ago
Optimised RendererGroup invalidation, only the combined mesh holding the block is switched back to separate renderers Editor profiling, walking around the same big base: slowest LOD switch ~2.5ms -> ~1ms
2 Days Ago
merge from held_item_fixes
2 Days Ago
Compile fix
2 Days Ago
fix weapons aim while holding items and turning + melee head wobble when jogging. (move more code to HasHeldItemAnimations to work with subsystem held items)
2 Days Ago
fix predict turn feet yaw being completely wrong in rowboats, use raw aim yaw instead.
2 Days Ago
merge from fix_packet_capture_rustrelay -> main
2 Days Ago
Fix packet capture writing packets sent to rust relay - intended to only capture player-facing traffic - can use convar `packet_capture_rust_relay` to enable capturing rust relay if you really want
2 Days Ago
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2 Days Ago
Fix edge links which have identical distances flipping based on what was placed first - make the tiebreak use the lower network ID so tests don't have to wonder about this small inconsistency
2 Days Ago
sprinkler_color_fix -> main
2 Days Ago
Fix radwater sprinklers spraying clear water for a moment when switched on Sprinkler now gets its container to adopt it before its On flag is networked, so the rad effect shows from the first frame
2 Days Ago
Use a sparse grid for CullWhenInside so foundations changing only queues nearby bushes into the work queue Add some pool analyzer attributes
2 Days Ago
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2 Days Ago
Updated icon meta for garage door, box and charm (broke during merge i suppose)
2 Days Ago
Premium Warhead Box - Added WIP conditional meshes for adaptors