reporust_rebootcancel

140,612 Commits over 4,383 Days - 1.34cph!

Compile fix - swap to using flags
vendingmachine_ui_refresh -> main
Clear hover over button fixes
Today
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Today
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- Fix bugs with suggestions not being clickable - More final polish
- Final style changes - Added suggestions area in admin panel
Today
Updated sprint anim (test)
Today
Clean: removed FilterInvalidPlayers now that I've validated that all kicks were grouped at end - cleaned up comments that pointed out kick locations Tests: none, trivial change
Today
industrial electric furnace - added lods - split glass and furnace - updated item skin - updated prefab
Today
Bugfix: avoid NRE after kicking a player while iterating over a player cache - consolidated all kicks in ServerUpdateParallel to end of the method Tests: got kicked for terrain violations, no NRE
Today
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
Today
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
Today
Potential fix for scientists not spawning on cargo
Today
Fix minor typo in WhatUsesThis
Today
Merge fixes.
Today
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
Today
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices - added unit tests Should help us maintain packed state of dependent arrays - will start converting current use cases next. Tests: ran unit tests
Today
merge from main -> fix_dynamic_occlusion_pausing
Today
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
Today
simplified encryption again
Today
Simplify encryption
Today
Merge from main
Today
All remaining monument fixes.
Today
Fixed a bunch of errors when baking and using the LOD baker tool
Today
merge from playerboat_droppeditem_parent_fix
Today
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
main -> vendingmachine_ui_refresh
Today
range and accelerated visuals LODs and material setup prefabs replaced and updated.
Today
Updated encryption strategy
Today
removed sneaky anim event sfx from 3p sitting anims
Today
exported unique firecracker 3p animations and linked to new holdtype anim controller
Today
merge from pooltable_and_dartboard_models -> darts_minigame
Today
init darts minigame branch
Today
Added optional encryption to Rust Relay
Fixed final vending entry pushing itself out the screen
Yesterday
Swap to a string builder to save a few allocations when updating dynamic pricing
Yesterday
merge from deepsea_navmesh_optims
Yesterday
When the deep sea opens, wait for island navmesh bake to finish before starting the next Added deepsea.navmesh_spawninterval (was using entity interval before)
Yesterday
Dynamic pricing support (nearly there!)
Yesterday
merge from dragbyangle_rebalance
Yesterday
Added combining of source meshes and materials in the LOD Baker tool to make it compatible with the baking script
Yesterday
merge from main
Yesterday
merge from deepsea_loot_balance
Yesterday
Tweaked deep sea loot: - Initial loot when the sea opens slightly reduced (~15%) - Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100% Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
Yesterday
merge from playerboat_player_transfer_fix
Yesterday
replicated previous fix in jobs version of code
Yesterday
merge from playerboat_player_transfer_fix
Yesterday
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