reporust_rebootcancel

157,135 Commits over 4,566 Days - 1.43cph!

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Today
Disable turn in place on NPCs
Today
exported updated warhead garage door anims
Today
merge from modulator_as_struct
Today
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Today
Improved the existing and spammy "Model PreProcess on X: Duplicate bone name: Y and they both have colliders" warning - now only checks for colliders on "hittable" layers which actuall cause issues with duplicate bone names Add new automated test looking for these issues for all prefabs with model components Finds 34 cases where colliders will teleport impact effects / thrown projectiles around on hit Fixed some duplicated geometry in gas station, S2P
Lighting balance in characterstage, room is a bit darker Disabled ~20 lights that weren't really doing anything Some charactershotsettings tweaks
Today
ResetStaticFields on UIInventory, fixes get_Eventsystem error when entering playmode Fix sam site server targets list not getting reset, causing error spam on subsequent play mode sessions
Today
UI cleanup
Today
Updating viewmodel skinning
Today
merge from fonts_optims
Today
Same deal with adrip1, removed duped font and made a material S2P apartment complex
Today
Fix another "Some objects were not cleaned up when closing the scene"
Today
Set NotoSans to non readable
Today
Fix the "Leak Detected : Persistent allocates 4 individual allocations. To find out more..." logs that appear after every recompile Came from TerrainTexturing, AtmosphereRendererAmbientPass and VolumeClouds
Today
Regenerated NotoSansCJKsc-Bold SDF to extended ascii only, CJK is covered by other fonts already
Today
Disable pool.debug by default in editor
Today
Fixed duped NotoSans fonts used for apartment mailboxes and doors Apartment complex S2P
Today
Restored TMP missing font log warning on the client
Today
Restored TMP missing font log warning on the client
Today
Skull Wall Lamp - added worldmodel prefab
Today
merge from skinviewer_bg_fix
Today
Fixed skin viewer backgrounds compression
Scrap king / updated half height texture with some more dirt and details
Today
Merge from RRP
Today
Fixed pickup and move sounds for tuna can skull lamp.
Today
Hide "Indirect Instancing: Assuming unit cube..." debug logs behind instancing being enabled Hide "Prefab has a Poolable component..." logs behind pool.debug
Today
Remove "Threaded texture creation has been enabled!" debug logs, not needed anymore
Today
Fix another "Some objects were not cleaned up when closing the scene" error when exiting play mode
Today
Fix scene loading and steam platform log handlers accumulating every session with skip domain reload enabled, spamming logs when entering / exiting play mode
Remove FOV animations on reload
turret_viewmodel -> pt_boat_turret_rewrite
Today
merge from skinsmemory_optims
Today
Cherrypicked 167938 "Fixed invis or disconnected players blocking halloween candy spawning"
Today
merge from egghunt_spawning_fix
Today
Upgrade Instancing to submit calls via new BatchDrawCommandIndirect API
Today
Fixed invis or disconnected players blocking halloween candy spawning
Today
Put per-instance data in a structured buffer rather than a raw one
Today
Use a GraphicsBuffer for the (identity) visibleInstances indirection buffer to make BRG happy
Today
Restore SRP Batcher compatibility of Rust/Standard
Today
merge from pendingnotice_fix
Today
Fixed pending item notice error (shows up when buying something from the marketplace terminal)
Today
Fixed bootstrap non interactable modal
Today
merge from fonts_optims
Today
Fixed missing font server log
Today
Skin viewer uses mip 0 always
Today
Attempt at making downloaded skins streamable like bundled skins Instead of uploading every mip to VRAM, we save the compressed mips RustNative builds to disk and let Unity stream them Needs our custom Unity because we can't make textures created by script streamable 13 skins downloaded, went from 210MB to 4.7MB VRAM (one skin in front of me at mip 0, same spot)
- Fix aim inconsistencies - Fix viewmodel not playing the right anims
Today
Monument blockers outside military tunnels now require explosives to break through, same as the ones in front of red card rooms
Today
exported warhead garage door anims