reporust_rebootcancel

117,490 Commits over 3,987 Days - 1.23cph!

23 Days Ago
Build troubleshooting
23 Days Ago
Bugfix: ServerProfiler - properly filter out constructors - Due to a typo (missing .) it would never match constructors and never filter them out Using release libs built from ec8c5522 Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
23 Days Ago
Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views. Tests: exported a snapshot in the editor.
23 Days Ago
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next. Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
23 Days Ago
Beeswarm FX with notes.
23 Days Ago
Flame turrets now cache the dominating building privilege they're linked to If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege Also adjusted the trigger exclude layers accordingly
23 Days Ago
Added clothing to vertical slice loadout
23 Days Ago
merge from main -> aux2
23 Days Ago
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building Skip trigger check if we can't fire Set trigger Exclude Layers
23 Days Ago
Scientist Suits V4 rig
23 Days Ago
Bugfix: ProfileBinViewer - fix callstack depth calculation - Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew. Hoping it's the same issue in the json exporter. Tests: Opened a debug snapshot from official server.
23 Days Ago
viewmodel prefab updates
23 Days Ago
slight shift in torch trans y entity position
23 Days Ago
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
23 Days Ago
Merge: from main Tests: none, no conflicts
23 Days Ago
merge from main
23 Days Ago
IsBuildingBlockedByVehicle merge fix
23 Days Ago
Merge from app_skip_field
23 Days Ago
Fix compile (some fields got stomped because these weren't in sync)
23 Days Ago
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform) - updated mask meta on anims
23 Days Ago
Merge from fast_debug_draw
23 Days Ago
merge from main
23 Days Ago
Updated Rust+ protos so they are compatible with other protobuf code generators
23 Days Ago
Merge from /main
23 Days Ago
Merge from /main
23 Days Ago
Beeswarm progress.
23 Days Ago
Beehive texture size / mat setting optimization.
23 Days Ago
Merge from /main
23 Days Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
23 Days Ago
Added missing changes to material variant that Unity didn't save for some damned reason.
23 Days Ago
merge from windmill_height_fix
23 Days Ago
Compile fix
23 Days Ago
Adding details to zigg bamboo stair piece
23 Days Ago
merge from crafting_update -> aux2
23 Days Ago
Update manifest
23 Days Ago
merge from windmill_height_fix
23 Days Ago
Bugfix: CollectionUtil.SortInplace now correctly sorts - Also renamed these utils as previous names were confusing Tests: ran the old + new unit tests - all pass
23 Days Ago
Update: Adding unit tests for CollectionUtil Discovered that my SortInplace is borked, so I'll fix it in the next update. Tests: ran the new unit tests
23 Days Ago
Prefab cleanup, minor optims and stripping client stuff from server
23 Days Ago
Various cleanups and fixes: - Add InstancedDebugDraw properly to the Main Camera Prefab instead of adding it from code. - Remove FastDebugLine from always included shaders, utilising shader variant stripping. - Add material(s) to ensure line shader is included in builds. - Work around Unity quirk: Can't set shader commands from material property blocks. - Add a define to avoid matrix packing for easily confused GPU drivers. - Clean up shader properties and exposed the actual distance for distance fade. - Expose _Color, _LineWidth, _DistanceFade and _TransformType for potential use without instancing.
23 Days Ago
merge from cookingv2 -> crafting_update
23 Days Ago
Fix modifiers being set to zero instead of fully removed - fixes yield bonus going to zero once digestion effect expired
23 Days Ago
Imported Bee Grenade World Model Updated Bee Grenade View Model
23 Days Ago
updated rust player mask (removed eyes/eyelids/jaw/eyetransform)
23 Days Ago
Updated and Imporved Bee Grenade Textures
23 Days Ago
use a transform parameter to define the local bounds for clamping the wire position to, avoids issues with bounds being initialized differently with different door states
23 Days Ago
Code cleanup
23 Days Ago
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