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138,623 Commits over 4,352 Days - 1.33cph!

6 Hours Ago
nice new shiny store icon for egg suit
6 Hours Ago
Switched yellow panels mat on Kiosk A to rentable shop specific one, and enabled blends. Added ms map. Deleted now obsolete blockout meshes. Added some offset to trims in Kiosk A.
6 Hours Ago
Merge: from dynamic_object_work_queue_shrinking - Optim: ObjectWorkQueues now shrink to larger capacities overtime Tests: procgen map, ensured outpost turrets still tracked and fired at me
6 Hours Ago
Update: debug.printqueues now also prints queue capacity Tests: printed queues while being blasted by turrets
Today
some splats tweaks polished the roof hatch look a bit more decals on roof walls
Today
Optim: ObjectWorkQueue now shrinks to dynamically adjusted minimal capacity instead of 0 - explicitly calling Clear resets the state back to inital 256 capacity Grows capacity by 10% every minute if 60 overcapacity events have been recorded. This should eliminate allocations for bursty workloads in long term. Tests: visited outpost, got blasted by turrets
Today
ErrorUI -> UI_Error
Today
Edited mount positions for various chairs
Today
rebase on main
Today
store icon and steam images for rustige egg amethyst
Today
merge from main
Today
merge from new_console-ui
Today
Compile fix
Today
Added a ConVar and a multi-compile for toggling cached shadow maps
Today
fixed crate_tools having wood fx
Today
setting up M16a2 prefabs for world model/animations
Today
merge from new_console-ui
Today
Error assert and exceptions can share the same bucket, they have the same color etc
Merge from chainsaw_hotspot_gathering
Codegen
Today
merge from useplayerupdatejobs 3
Today
Fixed colored background on console entries not working for asserts and exceptions but for real this time
Today
Ensure player fly/speed states are expanded when a new player is added to the PlayerCache, preventing out-of-bounds when initCap is exceeded
Today
Removed global.error, we now have debug.testerror
Today
Fixed colored background on console entries not working for asserts and exceptions
Merge from main
Bring back the ❌ when hitting 🎯 trees 🌳 with chainsaws 🔗🪚. It now attempts to respawn close to the last hit point rather than jumping around the tree if hitting with a chainsaw. Is still always automatically hit regardless Fix item redirects of the chainsaw not also bypassing the hotspot minigame The ❌ decal no longer interacts with the wood hit particle effect when being hit
Today
Fix one of the logs not being prefixed correctly
Today
merge from new_console-ui
Today
Changed the strange 'Manifest Assets Loaded' log breaking TMP
Today
Fix RebuildTilesInBounds not working on independant navmeshes
Today
User submitted commands are green + some other stuff I didnt save
Today
Postfix all navspace Vector3 variables with "NS" and worldspace with "WS", ideally they'd have different types to prevent user error but that's a first step while we still support the unity navmesh
Today
Comment out some old left over editor ddraw
Today
apartment complex initial roof layout and some set dressing monument S2P
Today
Pressing tab auto accept the first auto completion entry
Today
User submitted commands can't share the same bucket as regular logs (they have different colors)
Today
Console auto complete buttons: - Description has its own color - Tweaked the command name and input bar colors - Removed the space in between realm and command name - Auto complete entries are as wide as the input bar - Rows are a tad smaller, it can fit 6 now
Today
latest m16a2 viewmodel anims exported
Today
Merge: from fix_invoke_flood - Optim: prevent repeating invokes flooding work after stalls Tests: observed animals moving normally
Today
Optim: change scheduled time for repeating invokes Previously, we would schedule repeating invokes from current time, meaning overtime they would drift towards one frame, causing work spikes. Now we maintain interval in respect to original time, which should preserve original scattering Tests: ran around with a lit torch on procgen, some wildlife moving
Today
When updatePosition is true, the nav agent will convert from nav space to world space before applying the position
Today
More work on Kiosk A and decals
Today
Fix potential issue if we spawned an npc on a moving navmesh after it started moving
Today
merge rust_relay_server -> main
Today
reduced packet spam, send stringPool as dict
Today
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Today
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Today
Console entries are colored via the text instead of rich text Add an '>" to user submitted commands Default log color is brighter User submitted commands color matches the input field text color Error logs have a coloured background
Updated silly horse mask Reverted prefabs to older versions and rebound bone array