reporust_rebootcancel

135,641 Commits over 4,474 Days - 1.26cph!

Yesterday
merge from main
Yesterday
satellite control room, some polish to set dressing
Yesterday
satellite crates updates
Yesterday
merge from apartment_disconnect_teleport_fix
Yesterday
merge from rentableshop_item_move_fix
Yesterday
merge from rust_relay_server
Yesterday
merge from master_key_despawn_time_increase
Yesterday
merge from charms_ownership_fix
Yesterday
merge from apartment_door_teammate_fix_2
Yesterday
merge from sleeper_safezone_turret_fix
Yesterday
merge from apartment_estimatedvalue_fix
Yesterday
Added the twitch drops render scene to the "Scenes" unity menu
Yesterday
Deleted an old, broken prefab in scene
Yesterday
Position tweak
Yesterday
Merge from main
Yesterday
Update WeatherEffect to use a PersistentObjectWorkQueue instead of repeating invokes Budgeted to 0.05ms, matches it's invoke cost but stops the occasional spike up 0.1ms Also pass the position of the effect down the chain once, instead of repeatedly accessing transform.position
Yesterday
Limit amount of upkeep that can be stored in an apartment upkeep terminal to three days worth (amount varies between apartments) Send a network update from the apartment whenever items are added and removed from the upkeep terminal to update clients
Yesterday
Unsaved mask
Yesterday
Fix shield not rotated correctly while holding vanilla hatchet
Yesterday
merge from triggerbase.ontriggerenter_nre
Yesterday
correct comment
Yesterday
Potential fix for triggerbase on trigger enter NRE. Possible weird sequence where a call via OnPlayerEnterCombatZone -> Teleport which eventually calls ForceUpdateTriggers could result on OnTriggerExit running inside our same trigger whilst we're still inside its OnTriggerEnter
Yesterday
Fix NPC Shop vendors facing the wrong direction after save load
Yesterday
Resolved timeout issue on map upload
Yesterday
keep a dropped key around for an hour rather than 5 minutes
Yesterday
Merge from more_cleanup
Yesterday
Fixed ban notification report date being wrong, will now show the date of the first report
Yesterday
Update(debug): allow to filter occlusion culling debug to just 1 specific instance via culling.debugid - added editor only way to copy id (need a way to do this in standalone) Tests: used it to isolate apartment corridor wall (still pants to use though, need something better)
Yesterday
Don't send room network update twice Clean up methods Refresh blocker state constantly if inside the invisible door toggle
Yesterday
Founders Door - lowpoly and first texture iteration
Yesterday
Also fix MeshLOD spamming errors when first adding the component
Yesterday
Implement arted up variant of powerplant fuse box - Fuses visible in fusebox according to which slot they are placed in - Use gib for popping out spent fuses - Add custom loot panel for the powerplant fuse boxes - Move powerplant fuse condition loss to a convar Also: - Fix all invalid slots being visible for a frame when opening a loot panel with 'hideInvalidIcons' enabled - Fix loot panels reverting to the quick craft panel when closing the entire panel
Yesterday
Consistent icon sizing for animation buttons
Yesterday
Camera scroll zoom shift tooltip
Yesterday
Update(editor): occlusion hiz overlay - "auto-expose" depth overlay Original implementation made it very difficult to discern anything in enclosed spaces Tests: used it in apartments
Yesterday
Port ONLY the shader changes over from /main/.../std_shader_compat in order to make the standard shader compatible with the SRP batcher. This will cause conflicts. If you run into that, than know that this branch is the source of truth. This branch should stomp whatever was under /main/indirect_instancing.
Yesterday
More reliable skin icon downloading. Skin menu styling fixes. Flash skin title text red/yellow during skin download for user feedback
Yesterday
Update blast door blocker to use RendererLOD
Yesterday
Fixed streetlight volumetrics hue not propagating. Pop fix. S2P.
Yesterday
Added sounds to charm equip/unequip and code tweaks
Yesterday
Merge from MonumentBlockers2
Yesterday
Filter skins by name
Yesterday
blast door blocker added
Yesterday
WIP stacked tables/desks monument blocker
Yesterday
Occlusion tweaks & shadow priority improvements. Removed distance flares from basement assets. S2P
Yesterday
Bigger button style in scroll views
Yesterday
Final light tweaks & polish fixes. S2P.
Yesterday
Workshop skins now loading correctly with their icon
Yesterday
Market lighting tweaks for the changed layout.
Yesterday
Update(editor): use same color for lod level of occludee when rendering ss bounds - also added memoization of lod level Tests: none, trivial change