reporust_rebootcancel

137,374 Commits over 4,352 Days - 1.32cph!

9 Days Ago
Force the player model to play the deploy animation when switching between entities that use planners
9 Days Ago
Restore the models I deleted from main that are still used in that branch
9 Days Ago
Added BBQ
9 Days Ago
Updated held positions for all guitars + bass
9 Days Ago
merge from main
9 Days Ago
Removed animator from sks
9 Days Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
9 Days Ago
Terrain mesh collision cells wip
9 Days Ago
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
9 Days Ago
Merge from tunnet_netgroup_fix
9 Days Ago
Compile fix
9 Days Ago
merge from main
9 Days Ago
Added two console commands ClearContainer and ClearContainer_radius
9 Days Ago
Merge from main
9 Days Ago
Automatically generate help text for convars with args that don't have help text in the attribute
9 Days Ago
Fixed disable world prefabs pref not disabling for all paths
9 Days Ago
merge from deepsea_fixes
9 Days Ago
Added some logs to help solve the mystery of the missing deep sea portal
9 Days Ago
merge from main
9 Days Ago
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9 Days Ago
Add RendererBatch to box conditional contents
9 Days Ago
Collision, gibs, prefab setup
9 Days Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
9 Days Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
9 Days Ago
Merge: from main
9 Days Ago
merge from main
9 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
9 Days Ago
Apartment complex b progress
9 Days Ago
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9 Days Ago
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
9 Days Ago
Moved drop controller and hero modals warmup to the home tab warmup
9 Days Ago
merge from indirect_instancing
9 Days Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
9 Days Ago
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
9 Days Ago
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
9 Days Ago
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
10 Days Ago
exported minicopter 3p idle anims and edited left hand ik target in entity
10 Days Ago
merge from boxes_dlc
10 Days Ago
merge from main
10 Days Ago
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
10 Days Ago
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
10 Days Ago
missed consolesystem commit for painting line tool
10 Days Ago
Added packet count flushing
10 Days Ago
merge cannon_fuse_burn to main
10 Days Ago
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
10 Days Ago
Skin pass for vagabond jacket
10 Days Ago
merge from main
10 Days Ago
update from main
10 Days Ago
Fix cannon handle spinning due to buoyancy.