reporust_rebootcancel

139,023 Commits over 4,505 Days - 1.29cph!

Yesterday
Fix MaxPlayers being wrong after my changes
Yesterday
fixed jungle primitive loot box gibs not using the proper material upon destroy
Yesterday
Converted water wheel, added some tests
Yesterday
fixed gibs for the crate_basic and its gib colliders.
Yesterday
merge from f1_menu_category_sort
Yesterday
Merge from m15_modslots_fix
Yesterday
Export test list
Yesterday
RidableHorse.prefab
Yesterday
re-exported crate_basic so the scale is zeroed out
Yesterday
Merge from main
Yesterday
Test feedback
Yesterday
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
Yesterday
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)
Yesterday
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
Yesterday
Typo fix
Yesterday
ordered f1 menu category buttons alphabetically Sort by the translated button label instead, so the list reads A-Z
Yesterday
editor_multiplayer -> main
Yesterday
- Final name cleanup - Fix performance logging NRE - Hot reload fix
Yesterday
Fixed effects not firing
Yesterday
Custom FP Scenario dropdown to replace the default Unity one - Renames/improvements - Fix few more second client NRE's - Crosshair NRE fix
Yesterday
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
Yesterday
add a scroll fade/gradient to tabs
Yesterday
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
Yesterday
merge from automated_testing
Yesterday
merge from main
Yesterday
Merge from m15_modslots_fix
Yesterday
Fix M15 pistol skin not having matching mod slots to base semi-automatic pistol, meaning targetting attachment mod could not be attached Add automated test for catching item redirects not having matching mod slots. Appears that M15 was the only case
Yesterday
Converted DummySwitch (monument specific switches)
Yesterday
Reapply GunnerTest
Yesterday
merge from main need to reapply 2 changes