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
2 Days Ago
Merge from main
2 Days Ago
merge from bird_critters 🐦‍⬛
2 Days Ago
merge from save290 - Staging wipe!
2 Days Ago
Network ++ Save ++ Persistance ++
2 Days Ago
Fix crowflock error, remove debug cube, manifest
2 Days Ago
adding lots of props for underground medium train station
2 Days Ago
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
3 Days Ago
Use a sparse grid for CullWhenInside so foundations changing only queues nearby bushes into the work queue Add some pool analyzer attributes
3 Days Ago
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3 Days Ago
Updated icon meta for garage door, box and charm (broke during merge i suppose)
3 Days Ago
Premium Warhead Box - Added WIP conditional meshes for adaptors