reporust_rebootcancel

155,224 Commits over 4,536 Days - 1.43cph!

2 Days Ago
Fix benchmarks not bypassing fps.limitInBackground Fix never removing anything added to TriggerBase._allTriggerBase Fix Rust.Registry.Entity._dict leak when switching scenes (disconnecting from server etc) Add BaseEntityChild to player_collision.prefab so its transform is removed from the registry when destroyed
2 Days Ago
merge from optimize_blueprint_button -> main
2 Days Ago
Compile fix
2 Days Ago
Cherrypick CS 160658 - tick blueprint buttons only when crafting menu is open instead of all the time (even when closed)
2 Days Ago
merge from automated_testing
2 Days Ago
Restored rich pie names + descriptions
2 Days Ago
merge from render_pipeline_testing
2 Days Ago
▅▄▅▄▍▄ ▅▍▄█ █▆▇█
2 Days Ago
Added RustNavmeshModifierVolume to the following vehicles: - Both snowmobiles - Sled - Rowboat - Minicopter - Attack helicopter - Scrap heli - Catapult - Battering ram - Siege tower - Sedan (prevents navmesh from generating on top of them)
2 Days Ago
Implement color grading curves in RRP, fixes deep sea color grading difference between BRP and RRP
2 Days Ago
compile fix
2 Days Ago
Fix a missing actionstring on one of the intro speech nodes
2 Days Ago
Merge from livestock_wool_conversation_fix
2 Days Ago
Show a dialogue option enquiring about wool with the livestock vendor NPC regardless of wool in player inventory Various other small fixes to conversation tree
2 Days Ago
merge from Livestock_animals
2 Days Ago
merge from critter_animals
2 Days Ago
jobs error fix
2 Days Ago
melee fixes from 3p_melee_animsystem_updates branch
2 Days Ago
Melee anim subsystem: stop the weapon sliding out of the hand when you run Added Player_RPropOnly.mask and a third playable in MeleeWeaponAnimationSubSystem that drives r_prop only and never fades with speed, so the arm keeps its run swing but the weapon stays welded to the hand. Switched on via PropMask on boneclub, candycane, machete, salvaged sword, combat & sunken knife,
2 Days Ago
merge from base_occlusion -> main
2 Days Ago
merge from Livestock_animals
2 Days Ago
merge from Livestock_animals/repeltriggers_fix
2 Days Ago
Remove cow from the repel trigger tests
2 Days Ago
Merge from livestock_deathfx_fix
2 Days Ago
Merge from livestock_deathfx_fix
2 Days Ago
merge from Livestock_animals
2 Days Ago
merge from Livestock_animals/repeltriggers_fix
2 Days Ago
Livestock repel triggers tests
2 Days Ago
Crab walking sound tweak
2 Days Ago
Added RustNavmeshModifierVolume to the modular car chassis so the navmesh cannot generate on top of them
2 Days Ago
merge from main
2 Days Ago
merge from powergrid_loot_fixes
2 Days Ago
Part2
2 Days Ago
Fixed powergrid loot not respawning FIxed too big env volume in Harbor 1
2 Days Ago
Gen2 AI now support repel triggers like gen1, pushed out along the navmesh. Fixes livestock dying under cars from the chassis hurt trigger
2 Days Ago
merge from critter_animals
2 Days Ago
Fix death blood splatter FX appearing after livestock completes death animation This was an issue with all ragdolls, all the active FX on the dying entity would restart once the ragdoll became active but it's less obvious on corpses which become ragdolls immediately upon dying
2 Days Ago
merge from Livestock_animals
2 Days Ago
merge from main
2 Days Ago
Fixed GUI errors when using the test runner window causing tests to fail
2 Days Ago
Fixed test runner window loading editor prefs from different checkouts, causing test list confusion
2 Days Ago
Codegen
2 Days Ago
fix after merge conflict
2 Days Ago
merge from Livestock_animals
2 Days Ago
Merge: from mt_snapshot_saving - Clean: removal of old MutexPool, hasn't been in use for 2months Tests: booted craggy, ran print_memory
2 Days Ago
Clean: remove MutexPool - ran codegen Tests: booted craggy, ran print_memory
2 Days Ago
add crabs audio integration
2 Days Ago
Merge from Render Pipeline Testing
2 Days Ago
compiler fix
2 Days Ago
Merge: from main