reporust_rebootcancel

141,836 Commits over 4,413 Days - 1.34cph!

Yesterday
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
Yesterday
Add a warning to the state sync editor if the state name is incorrect
Yesterday
Fixed lower case Attack on StateSync components (sks and paintball gun)
Yesterday
Removed old AiManagedAgent class, old and useless Subtracted 150385
Yesterday
Ammo type ui icons & colour consistency fixes.
Yesterday
Setup anim events for toggling visibility of arrows on worldmodel
Yesterday
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
Yesterday
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
Yesterday
Merge from main
Yesterday
merge from fix_assetscene_deepsea -> main
Yesterday
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Yesterday
Potential fix for zombie NRE on _agent == null in tests
Yesterday
Potential fix for zombie NRE on _agent == null in tests
Yesterday
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Yesterday
Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
Yesterday
Fix zombies breaking automated tests
Yesterday
Fix zombies breaking automated tests
Yesterday
fix ColorEx WithHDRIntensity, missing alpha copying
Yesterday
Add throw timer, if the timer runs out before you click to throw, it'll throw for you - reticle changes colour and flashes when low time - UI has timer text display
Yesterday
testlist
Yesterday
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
Yesterday
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
Yesterday
Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
Yesterday
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
Yesterday
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
Yesterday
Fix tutorial bear and unused sharks causing errors with new navmesh
Yesterday
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
Yesterday
Merge from workbench_upgrades (Recycle balance pass, description updates)
Yesterday
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Yesterday
Merge to workbench_upgrades
Yesterday
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
2 Days Ago
Added Ballistic helmet model, material, and textures. Set up prefabs.
2 Days Ago
Synch trajectory lock state correctly for all control paths.
2 Days Ago
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
2 Days Ago
Salvaged Cleaver audio file tweaks
2 Days Ago
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
2 Days Ago
industrial garage door - minor texture tweak
2 Days Ago
Adding extra wheel joints for bowless crossbow world rig
2 Days Ago
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
2 Days Ago
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
2 Days Ago
Placeholder UI tweaks. Convar descent time. Rework UI flow.
2 Days Ago
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2 Days Ago
switched GPU instancing on
2 Days Ago
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters
2 Days Ago
Updated w_sks and w_paintball_gun animators with reloadMotion setup
2 Days Ago
industrial garage door - Gibs added - Prefab updated
Rin
2 Days Ago
Fixed incorrect repair material
2 Days Ago
Updated seismic sensor levels: - Mortar Shell: 2 - Fragmentation Mortar Shell: 1 - Cannonball: 1
2 Days Ago
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
2 Days Ago
exported edited arm throw pose on 3p rock anims