reporust_rebootcancel

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

Yesterday
jobs error fix
Yesterday
melee fixes from 3p_melee_animsystem_updates branch
Yesterday
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,
Yesterday
merge from base_occlusion -> main
Yesterday
merge from Livestock_animals
Yesterday
merge from Livestock_animals/repeltriggers_fix
Yesterday
Remove cow from the repel trigger tests
Yesterday
Merge from livestock_deathfx_fix
Yesterday
Merge from livestock_deathfx_fix
Yesterday
merge from Livestock_animals
Yesterday
merge from Livestock_animals/repeltriggers_fix
Yesterday
Livestock repel triggers tests
Yesterday
Crab walking sound tweak
Yesterday
Added RustNavmeshModifierVolume to the modular car chassis so the navmesh cannot generate on top of them
Yesterday
merge from main
Yesterday
merge from powergrid_loot_fixes
Yesterday
Part2
Yesterday
Fixed powergrid loot not respawning FIxed too big env volume in Harbor 1
Yesterday
Gen2 AI now support repel triggers like gen1, pushed out along the navmesh. Fixes livestock dying under cars from the chassis hurt trigger
Yesterday
merge from critter_animals
Yesterday
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
Yesterday
merge from Livestock_animals
Yesterday
merge from main
Yesterday
Fixed GUI errors when using the test runner window causing tests to fail
Yesterday
Fixed test runner window loading editor prefs from different checkouts, causing test list confusion
Yesterday
Codegen
Yesterday
fix after merge conflict
Yesterday
merge from Livestock_animals
Yesterday
Merge: from mt_snapshot_saving - Clean: removal of old MutexPool, hasn't been in use for 2months Tests: booted craggy, ran print_memory
Yesterday
Clean: remove MutexPool - ran codegen Tests: booted craggy, ran print_memory
Yesterday
add crabs audio integration
Yesterday
Merge from Render Pipeline Testing
Yesterday
compiler fix
Yesterday
Merge: from main
Yesterday
Updated Rabbit lods
Yesterday
Compile fix
Yesterday
Merge: from ui_store_slim_ram - Optim to stop loading store atlases, saves up to 250MB - Bugfix for missing images in workshop tab Tests: produced a build and inspected memory snapshots. navigated to workshop tab in inventory
Yesterday
fix tilted player rotation when exiting mounts
Yesterday
Halloween Wallpapers - texture updates
Yesterday
Fix TestSheepShearing.BlowBesideWool_ShearsRatherThanCuts being broken after shearing changes
Yesterday
Add "Rust Render Pipeline" UI toggle under experimental
Yesterday
Update rust native libs for all platforms
Yesterday
Merge from critter_animals_sounds
Yesterday
Adding shears rig
Yesterday
adding missing files for m92 anim update
Yesterday
Fix broken motion vectors of skinned meshes when their material has instancing enabled
Yesterday
Adjusted LOD distances for sheep
Yesterday
- Move navmesh save to background thread (260ms -> 0.8ms for large map) - Instead of re-saving all tiles, append only dirty tiles at end of save, and only do a full resave when the size cap is blown
Yesterday
Critter animals audio tweaks and added crab sounds
Yesterday
Add in livestock analytics