reporust_rebootcancel

158,673 Commits over 4,566 Days - 1.45cph!

Today
Merge from boat_scientist_fix
Today
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)
Today
Update the eu_15 test data zip
Today
Fix angled walls sometimes picking the incorrect adjacent half height wall
Today
small wooden table; - gibs added - world model added - item updated - prefab updated
Today
Merge from main - need to add the uzi to the twitch drops render scene
Today
Fixed scientist spawned boats getting left behind once scientsts have been killed
Today
small wooden table; - lods added - prefab updated
Today
Batched meshes only recalculate UV0 distribution metric, UV1 are for lightmaps which we don't use Editor profiling, walking around the same big base: RendererCell.ApplyBatches ~4.5ms -> ~3.1ms
Yesterday
Merge from main
Yesterday
Fix "can't remove Light because RustAdditionalLightData" and Door-related AnimationEvent error spam
Yesterday
small wooden table; - adjusted item name - prefab updated - icon updated - sitem created - ran manifest, localization, skins
Yesterday
Show BoxColliderBake component in inspector Remove source asset id field, now expects a diret reference to the model asset Remove menu items
Yesterday
Merge from prefab_hierarchy_flatten
Yesterday
Merge from livestock_animals
Yesterday
Stop processing nested entities twice, which was causing some doors (and possibly other things) to break
Yesterday
Fixed shears world model not playing deploy animation (was playing fire instead)
Yesterday
Attempt to make clearer what recessive genes are, by naming them explicitely in the UI and vendor instead of hinting at them
Yesterday
Possibly fixed double firing shears sfx and missing attack event warnings
Yesterday
Fix steam networking bug from only sending the last batch as Immediate - set every single batch as immediate on steam networking, only set last batch on raknet - fixes every packet waiting 5ms for nagle in steam networking
Yesterday
Merge from main
Yesterday
small games wooden table; - texture polish
Yesterday
Optimised RendererGroup invalidation, only the combined mesh holding the block is switched back to separate renderers Editor profiling, walking around the same big base: slowest LOD switch ~2.5ms -> ~1ms
Yesterday
merge from held_item_fixes
Yesterday
Compile fix
Yesterday
fix weapons aim while holding items and turning + melee head wobble when jogging. (move more code to HasHeldItemAnimations to work with subsystem held items)
Yesterday
fix predict turn feet yaw being completely wrong in rowboats, use raw aim yaw instead.
Yesterday
merge from fix_packet_capture_rustrelay -> main
Yesterday
Fix packet capture writing packets sent to rust relay - intended to only capture player-facing traffic - can use convar `packet_capture_rust_relay` to enable capturing rust relay if you really want
Yesterday
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Yesterday
Fix edge links which have identical distances flipping based on what was placed first - make the tiebreak use the lower network ID so tests don't have to wonder about this small inconsistency
Yesterday
sprinkler_color_fix -> main
Yesterday
Fix radwater sprinklers spraying clear water for a moment when switched on Sprinkler now gets its container to adopt it before its On flag is networked, so the rad effect shows from the first frame
Yesterday
Use a sparse grid for CullWhenInside so foundations changing only queues nearby bushes into the work queue Add some pool analyzer attributes
Yesterday
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Yesterday
Updated icon meta for garage door, box and charm (broke during merge i suppose)
Yesterday
Premium Warhead Box - Added WIP conditional meshes for adaptors
Yesterday
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Yesterday
Reset the flag when pooled, doesnt seem to cause issues but good practice
Yesterday
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Yesterday
merge from ugc_censor_option -> main
Yesterday
fix compile error
Yesterday
merge from demoui2_fixes
Yesterday
Set timeout for uploads of signs to 10s
Yesterday
Merge from main
Yesterday
Fixes from API changes - max amount of uploads queued to 1k - include server ip & port in JSON body instead of headers - update endpoint
Yesterday
Building blocks, workbenches, planters, container io entities now also override IsEntityDynamic to false so things attached to them can be static Also update dynamic state when the ancestor parent changes (could cause issues when for example a storage adaptor is parented to a box which then gets parented to a boat, but the adaptor wouldn't know)
Yesterday
merge from batch_all_packets -> main
Yesterday
merge from batch_all_packets -> main
Yesterday
Match network to main (since it will be increased during staging wipe)