reporust_rebootcancel

127,269 Commits over 4,109 Days - 1.29cph!

3 Days Ago
Add command to list reported players with count of how many reports, server only
3 Days Ago
Some skin viewer tweaks
3 Days Ago
Fixed limited tab scrollbar Added on hover shadow anim Removed saved true on store and inv convars
3 Days Ago
Add newly generated projects to the solution build configuration, otherwise the solution won't build. TODO: Generate client/server projects for the main assembly dependencies and use those projects instead.
3 Days Ago
Cannons can now be placed after boat construction
3 Days Ago
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3 Days Ago
Store tweaks
3 Days Ago
Modular boats steering wheel tier 2 4k textures for media caps
3 Days Ago
Update: DemoBuildingsViewer - always visualize spawn markers Simplifies scene setup Tests: used in editor
3 Days Ago
Bugfix: SpawnMarker.SpawnType are now proper bitflags Tests: none, trivial change
3 Days Ago
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3 Days Ago
Clean: move Building to Benchmark namespace Tests: compiles in editor
3 Days Ago
Update: DemoBuildingsViewer - export spawn markers Tests: ran the export with couple markers
3 Days Ago
Updated limited tab styling
3 Days Ago
removed BatchedWaterRays option and disabled codepath
3 Days Ago
Added LOD3 textures for floating walkways
3 Days Ago
New: editor-only SpawnMarker for DemoBuildingsViewer - automatically links up to nearest building, but can override Allows to anotate the scene with spawn markers and link up to the nearest building. Needed for more complex benchmark setups Tests: loaded staging demo and checked how gizmos draw
3 Days Ago
merge from main
3 Days Ago
Update: extra scopes for Projectile perf tests Tests: ran the perf tests
3 Days Ago
corrected profile region name
3 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
3 Days Ago
Fix battering_ram_rear_door_LOD3 collision mesh not having read/write enabled
3 Days Ago
Enable burying on seasonal weapons
3 Days Ago
Enable burying for attachments (splitting this so its easier to subtract if needed)
3 Days Ago
Defer hiding the loading screen until after returning to the menu scene Fixes getting into a weird state when cancelling while waiting for asset scenes to load (they need to finish loading first)
3 Days Ago
Enable burying on a set of weapons
3 Days Ago
Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
3 Days Ago
Don't try to return prefabs to the pool if the map is being unloaded
3 Days Ago
Removed autogenerated collision from floating walkway kits. Added in custom COL mesh setups.
3 Days Ago
Store, home styling improvements
3 Days Ago
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
3 Days Ago
Fixed rust logo button not going back to home
3 Days Ago
merge from new_menu
3 Days Ago
replaced TraceWaterSpheres/TraceWaterRays with batched deferred version, scheduled with dependency on batched physics queries, so call to Complete will include both the queries and the water traces - GamePhysics.TraceBatched now runs 4 serial Commands->WaterTrace in parallel to eachother rather than completing all physics queries before doing water traces
3 Days Ago
arctic page content
3 Days Ago
Fixed crate names vanishing after switching language
3 Days Ago
Tracked down missmatching profiler begin/end samples to ItemPreviewIcon, after a short 3 hour hunt.
3 Days Ago
Removed old store convars
3 Days Ago
Fixed some layout issues with material names in steam inv screen
3 Days Ago
Fixed settings menu search returning disabled options
3 Days Ago
Added last remaining COL meshes for floating walkway
3 Days Ago
Make it so buried items don't expire while the server is down, rename expiry time to match the new behaviour. Fix buried items not saving.
3 Days Ago
merge from new_menu
3 Days Ago
Fixed skin viewer never loading skins when not connected to a server
3 Days Ago
Store mask NRE fix
4 Days Ago
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
4 Days Ago
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
4 Days Ago
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4 Days Ago
adjusted projectile ray generation jobs to not break initial HitTest setup into multiple jobs, ReadOnly jobs on the same TransformAccessArray seems to behave as if they cannot run in parallel to eachother (via combined dependencies) despite only require read access so Unity must be controlling this
4 Days Ago
added ScheduleParallel extension functions to handle sensible batch sizes automatically, this assumes that a reasonable batch size (64) is required before scheduling overhead beats any gains made with parallelism - if this isn't the case, such as for longrunning complex jobs working on a small number of items then you should control the batch size yourself