reporust_rebootcancel

155,208 Commits over 4,536 Days - 1.43cph!

2 Months Ago
A new player cannot mount while any existing pool-table mountable remains occupied
2 Months Ago
game_room_dlc -> main
2 Months Ago
Pool cue stroke movement now ignores input.vehicle_flipy
2 Months Ago
In a gamer over state allow anyone to reset the pool game
2 Months Ago
Pool: dismount players mounted on the table if they start to go underwater
2 Months Ago
Merge from parent
2 Months Ago
2nd screen tweaks. Tweak display strings.
2 Months Ago
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
2 Months Ago
Added sounds for new electrical boxes
2 Months Ago
Monitor screen setup
2 Months Ago
Final compile fix
2 Months Ago
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2 Months Ago
Tank water blend asset + reference materials.
2 Months Ago
move waterpipe in WTP scene + S2P WTP
2 Months Ago
integrate waterbody shader with water tank spinup time add testing convar for forcing tank pressure "watertreatmentwatertank.force_pressure <pressure>" remove unused prefab reduce size of colliders on water spouts
Rin
2 Months Ago
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed
Rin
2 Months Ago
merge from deploy_clipping_fixes
2 Months Ago
Another sneaky compile fix that snuck past editor tests
2 Months Ago
Underground basement blocks - working out metrics and combos, added test scene
2 Months Ago
Update: minor simplifications - get rid of retry limiters - fixup unsafe increments Couldn't figure out how to do add segment recycling, so going to change focus for a bit - will see how ConcurrentQueue performs Tests: ran unit tests
2 Months Ago
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2 Months Ago
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2 Months Ago
removed old prefab
2 Months Ago
Updated the emission shader feature on the cloth shader to remove an unnecessary underscore
2 Months Ago
Carving gizmos with an outline and faded shape + related files. Both additifve and subtractive.
2 Months Ago
master key updates - removed old meshes from viewmodel prefab - moved current setup item to tools folder with other prefabs - deleted items folder (no longer required) - moved sounds to correct folder
2 Months Ago
bye bye compile errors :wave:
2 Months Ago
merge from PlayerMaintainedMonuments
2 Months Ago
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
2 Months Ago
Change powerplant spawn priority to highest
2 Months Ago
Compile fix
2 Months Ago
Merge from PlayerMaintainedMonuments
2 Months Ago
Merge from MonumentBlockers/workflow_improvements
2 Months Ago
made screen flatter and added an object to mark position for ui screen
2 Months Ago
Do not calculate remaining distance twice
2 Months Ago
Added tooltips to shapes
2 Months Ago
Optimize fsm wait for navmesh
2 Months Ago
Improve npcs path following performance, fix npcs sometimes not moving
2 Months Ago
reworked smoothness/hardness of the SDF brush to be relative brush size so it's more consistent, also increased max strength so it might feel touchy if you only do 0 or 1
2 Months Ago
Don't send a chat message on the first call of StartSpectating - removes the intermediate confusing local chat message "Spectating: {playerName}. SteamID: {steamId}" before the message for the final spectate target
2 Months Ago
Disambiguate rust nav mesh helpers
2 Months Ago
Fix not being able to find collider mesh if there is just one mesh in the FBX asset for it Serialized data migration for all prefabs which use StagedDestructionEntityInfo
2 Months Ago
Merge from main
2 Months Ago
Update artifacts
2 Months Ago
Fix sample radius being insufficient to check if player is on navmesh
2 Months Ago
Fix leftover comment and stale dll
2 Months Ago
merge from main
2 Months Ago
Optim: reduce GC impact by reducing how many segments we trash This forces serialization at the point of segment exhaustion. Need to see if I can setup some sort of recycling to reduce busy spinning Tests: ran AllocDeallocMTShortLived(32, false), no more GC reports
2 Months Ago
Bugfix(tests): fix 2 pooling tests having bad setup after Spillage tests These tests rely on explicit sizes/counters, so were randomly failing Tests: ran all PoolTests unit tests