reporust_rebootcancel

154,030 Commits over 4,536 Days - 1.41cph!

Yesterday
Merge from main
Yesterday
Possible StopMontage NRE fix
Yesterday
Merge from market_terminal_power_fix
Yesterday
Change the text on the market terminal to say No Power if the terminal is unpowered (can still be accessed to browse shops, it's just a visual change)
Yesterday
Merge from asset_exclusion_tests
Yesterday
Added a new ExcludeFromBundles asset label - if an asset has this label it will be removed during a build Marked battering_ram_hardware with this new tag - we use the rig version everywhere so it should be harmless to remove (and save 20mb on the client)
Yesterday
Marked battering_ram_hardware as non r/w Contained the whole battering ram mesh with all LODS but we only used LOD3 of the head as a convex mesh collider, so we are paying 15mb of memory on the client and on the server
Yesterday
Added support for hunting trophy to show cow, bull and sheep trophies Made a pass over the hunting trophy itself converting a bunch of stuff to LOD components, prefab is now a third smaller
Yesterday
Fix server browser gamemode filters showing inaccurate numbers and possibly mixing in other gamemodes that arent specified on your search
Yesterday
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Yesterday
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Yesterday
Fixed some missing beef links Fixed head dispenser pointing at wrong prefab Converted livestock pattern range into a scriptable object so we can use it on the trophy Fixed LivestockPatternTester running in builds
Yesterday
+ profiling
Yesterday
Dont call TryGetComponent 16 times a second
Yesterday
- Minor code cleanup - Codegen
Yesterday
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Yesterday
Lamb and calf corpses no longer give any resources when killed, be nice to them
Yesterday
Merge from honey_bandage_cleanup
Yesterday
merge from main
Yesterday
Removed all of the bandage duplicated assets in the honey bandage folder, the honey bandage just references the assets in the bandage folder anyway so none of this was used
Yesterday
merge playable_fixes to main
Yesterday
more null checks
Yesterday
merge from main
Yesterday
Fixed failing SpawnEntity_EntitySpawned tests leaking spawned entities and failing unrelated tests
Yesterday
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Yesterday
merge from fix_editor_logthread_nre -> main
Yesterday
Add try catch to the OutputHandler so if an exception SOMEHOW happens it can't kill the process (since it runs in the finalizer thread)
Yesterday
Fix log thread throwing ObjectDisposedException in editor - also fix the Task exceptions not being flattened fully
Yesterday
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Yesterday
Compile fix
Yesterday
merge from critter_animals
Yesterday
merge from main
Yesterday
Attacking farm animals marks you as hostile to safezone
Yesterday
Fixed trough colliders, added container sounds to water storage Reduced interaction to more accurately align with visual, fixed layer Further mproved fence deployment and attraction Halved the speed at which the fence gate opens and closes
Yesterday
Automatically upload item icons to CDN when exporting them for Rust+
Yesterday
Added automated test to check all items have a phrase and description
Yesterday
more isvalid checks
Yesterday
add a wrapper for all playable calls
Yesterday
- Revert back to a simpler model of just client simulating the physics of a predicted grenade on ground hit - Back out of predicted grenades if it's obviously clipping through a surface
Yesterday
merge from critter_animals -> Livestock_animals
Yesterday
update livestock scene to remove duplicate critters
Yesterday
population changes
Yesterday
squirrels try not to go into riverside/oceanside
Yesterday
disable frog debug cube
Yesterday
import new frog anims and integrate, breaks materials on model
Yesterday
Bunch of UI styling/improvements.
Yesterday
merge from main
Yesterday
slider test wip
Yesterday
Adde placeholder gamepad config button, runs the new console command, ready to call the steam input button configurator when I add it to FP.steamworks
Yesterday
Assign root bones on calf prefabs to fix stringpool warnings