reporust_rebootcancel

158,826 Commits over 4,566 Days - 1.45cph!

Today
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Fix turn in place not respecting parent yaw
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merge from demo_audio_export
Today
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Merge `Rust.Editor` class into `EditorUtils` because it conflicts with `Rust.Editor` namespace and Unity 6.7's serialisation code gen didn't like that.
Today
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Today
Scrap King Ramps - Fixed UVs for both ramps LODs and Gibs
Today
Final FX fixes.
Today
Use Unity APIs for assembly loading
Today
switch population for seagull groups to ConvarControlledSpawnPointPopulation, add population to procgen registers
Today
Added mesh decal component back on to lighthouse exterior to un-break edge decals. S2P.
Today
Various fixes & iterations
Today
exported updated seagull takeoff and land anims
Today
Quick craft focusable/usable in dpad navigation mode
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Merge from main
Today
decouple seagull groups from Critters scripts, and remove the NavMeshAgent since they dont use it anyways
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Today
Gamepad UI useDragThreshold fix
Today
Capture Workshop Camera Position - Fixed UNITY_EDITOR wrap in Skinnable.cs
Today
Don't try to detect generated meshes in indirect instancing because negative EntityIds aren't a thing anymore
Today
medium underground train station update
Today
Iterating
Today
Replace deprecated BinaryFormatter with BinaryReader/Writer in WhatUsesThis
Today
Horse canter control tweaks
Today
merge from bird_critters
Today
pick seeded spots for gull group positions from a spiral layout, to prevent some birds choosing the same spots gulls also cede way to other's paths, so they hopefully dont walk through each other (with math, no navmesh or physics) + minor performance improvement for audio tracking birds
Today
Modified procgen world setup to move `Caves` above `Power Line Layout` to prevent floating powerlines over caves. Cave terrain blend was lowering terrain under already placed powerlines. This was previously fixed in cs82195 but later stomped in cs84963
Today
Remove conflicting (and no longer needed) `FormerlySerializedAs` attribute
Today
Merge from rust_reboot/main/lighthouse_deep_sea/
Today
Use new Unity APIs for GetAssemblies()
Today
Migrate to EntityIDs properly 6.7-style (⁶🤷⁷)
Today
Add more serialisation attributes for Unity 6.7
Today
Weapon addon points.
Today
Handle 64-bit entity IDs in terrain editor
Today
Replace deprecated `AdvancedDropdownItem.children` with `.childList`
Today
Removed "import blend shapes" from collider meshes for lighthouse lamp damage stages - collider import settings may need checking as this got autoenabled via those.
Today
Replace DEVELOPMENT_BUILD → UNITY_ENABLE_CHECKS in iteration profiler.
Today
codegen
Today
FX PostIK tweak to facilitate very brief flashes.
Today
FX improvements and fixes.
Today
Replace renamed enum in TerrainTextureExporter
Today
Fixed UI_Store formatting
Today
cache transforms alongside flock registry to save extra time add read/write to flock particle models
Today
Hack 6.7 compatibility into Hot Reload (and leave comments about it)
Today
1st pass of erosion improvements - fixed various issues with erosion implementation and retuned to give better but similar results to previous - new erosion splat map implementation based on soil removal, tuned per-biome
Today
Use newer LoadFromBytes API for Harmony
Today
merge from store_notif_fix
Today
switch StartleFlocks away from Query.Server, use registry list since populations are low