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134,070 Commits over 4,293 Days - 1.30cph!

9 Days Ago
resized a lot of frame textures, removed unused ones, added plugs to all scrap frames
9 Days Ago
Deleted floating props from Floating City 4, ran S2P
9 Days Ago
Requests for what missions are valid on the server are now run on a work queue
9 Days Ago
Tests: OcclusionGroupTests - TestNew_MoveOther (8) Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler. Tests: ran unit tests, they fail without extra changes
9 Days Ago
frame Y values on shutter again
9 Days Ago
painting reactive target IO handles, updated manifest
9 Days Ago
lightup frame correct IO placements
9 Days Ago
mortar blockout + mortar ammunition
9 Days Ago
scrapframe shutter V values
9 Days Ago
More commands: playerboat.kill_all_above_block_count - kills all boats above specified block count playerboat.print_stats - prints the block count and other child count of all boats
9 Days Ago
Add menu option to toggle shutter of shutter frames (IO takes priority)
10 Days Ago
added params for default tiling and offset for shutters
10 Days Ago
correct Y offset values for shutter frames
10 Days Ago
lightup frame scripts integration
10 Days Ago
Add menu item to cache placement snap directions. Realm remove transforms from blocks.
10 Days Ago
fix inventory of scrap frames
10 Days Ago
set goldframe large slots back to 1
10 Days Ago
Initial script integration for shutter frames, without proper UV offset values, remove debug log from baseentity
10 Days Ago
Clean: dead code removal Tests: none, trivial change
10 Days Ago
Bugfix: OcclusionGroup - handle sleeper edge cases - when player disconnects, clean itself up from non-local occlusion groups - when sleeper moves, unsubscribe from occlusion groups go out of range or don't have a local player Tests: unit tests, all pass (yay)
10 Days Ago
- New scientist setup for both boats - Increased turret max attack distance 75 -> 125 - Cleanup
10 Days Ago
scrapmirror large mirror made hidden again (unused), tweaked shutter V value so its a bit higher so it doesnt obscure painting
10 Days Ago
RHIB Scientists now use LR300s - not MP5s
10 Days Ago
Seperate out rhib ai driver and pt boat ai driver into seperate prefabs so each can be loaded properly This fixes the loaded version of boat ai having worse stats than the regular fresh spawned version
10 Days Ago
RHIB Scientists can attack players at a way higher range 30 -> 70
10 Days Ago
added alex's stretching fixes to ornate and lightup standing mirrors, fixed label text on ornate standing clipping
10 Days Ago
- Fix some issues with position generators and exclusive mission points - Fix issues relating to player state missions data and resetting player state
10 Days Ago
Picture frames - fixed text box clipping with mesh on medium ornate frame
10 Days Ago
main -> boatai_balancing_changes
10 Days Ago
tanky_ai_load_fix
10 Days Ago
Ensure loaded scientist boats use the rhib scientists, not the oilrig scientists Remove clear target log
10 Days Ago
adding more gesture anims for v4 update
10 Days Ago
Update: OcclusionGroupTests - clear global Occludees hashset on every test start old logic leaks were polluting tests, making it more annoying to validate unit tests Tests: ran unit tests
10 Days Ago
Bugfix: OcclusionGroups - new logic will cleanup non-local groups from itself if there's no connected player there This fixes how 2 sleepers interact with each other, and lets us reduce the size of groups overall Tests: ran unit tests, 4/226 fail
10 Days Ago
Picture frames - fixed stretched textures in paintable area of standing frames, updated variants with photo capability
10 Days Ago
Tests: OcclusionGroupTests - add validation that all groups have been cleaned up at the end of the test - some old logic based tests are failing this, so plugged it with a warning Tests: ran all unit tests, 8/226 fails
10 Days Ago
meds box art
10 Days Ago
IOEnt fixes, fix lightup frame flag issue, add visibility var for simplelights to pass through parent entity
10 Days Ago
Tests: OcclusionGroupTest - disable assertions for known issues with old logic tests - Emitting "Skipping Assert for a known bug!" warnings for those instead Old occlusion grouping logic does not support moving sleepers at all. Also, seems to be failing to clean-up global occlusion groups tracking properly. Tests: ran all unit tests, 8/226 fail (only new logic that I've yet to fix)
10 Days Ago
- Removed the Shadows section from the Graphics Settings menu - Added the Shadow Quality option to the Graphics Quality section of the graphics menu - Set up the Shadow Quality setting for each graphics preset
10 Days Ago
Added grass shadows as part of the shadow quality presets and removed them from the World section of the graphics menu
10 Days Ago
merge from main, shader fix
10 Days Ago
Added the RUST_STD_FRAGMENT_NEEDS_UV2 define to the Standard shader as it's now needed for when the blend mask is set to UV2
10 Days Ago
adding v4 rps gesture anims to source
10 Days Ago
merge from main
10 Days Ago
Updated model and textures for stone component box
10 Days Ago
wood box matrix dressing and lods, prefab updated, icon updated, item updated, localization updated.
10 Days Ago
- Updated the shadow settings to be set directly via the UI_SettingsTweakShadowPreset when the graphicssettings.shadowqualitypreset ConVar changes. - Made shadow related ConVars, other than the graphicssettings.shadowqualitypreset, developer only, as these should now only be set via the shadow quality presets. - Updated the presvious graphics.shadowquality ConVar name to graphics.shadowfilteringquality, as it controls the PCSS filtering quality of the shadows rather than the overall quality.
10 Days Ago
Tests: OcclusionGroupTests - update expectations of all tests around newLogic and Asleep players This is currently catching a bug, so will need to fix later, after I sort the oldLogic failures next Tests: ran all unit tests, 22/226 failing
10 Days Ago
fixed crickets ambience list to work with specific times