reporust_rebootcancel

121,380 Commits over 4,018 Days - 1.26cph!

3 Years Ago
Merge Main -> Caboose (this merge stomps the Trainyard changes on this branch, which was just a caboose added to the scene)
3 Years Ago
Caboose ladder edit
3 Years Ago
Nuclear missile silo progress
3 Years Ago
merge from main
3 Years Ago
Merge Main -> TrainWorkContinued
3 Years Ago
merge from save_228
3 Years Ago
network++
3 Years Ago
re-merge from hardcore
3 Years Ago
merge from furnace_ui_rework
3 Years Ago
Revert cactus 1, 2, 3, 5, 6, 7 and reapplied BoundsCheck component
3 Years Ago
merge from hardcore
3 Years Ago
merge from main
3 Years Ago
Merge from hardcore -> aux2
3 Years Ago
Reverting encryption to 1 by default due to test server issues
3 Years Ago
Merge from cached_server_browser
3 Years Ago
Fix compile error
3 Years Ago
Improve visibilty cull check to take into account alpha on cutout meshes (if a raycast hits a surface that is alpha'd out, it continues until it hits a surface that isn't)
3 Years Ago
Add phrase when reaching bag limit when placing bags
3 Years Ago
Loop through all BasePlayer components rather than sleeping players to invalidate BP cache
3 Years Ago
Attempt to fix BPs not being loaded from monthly bp file (rather than normal one)
3 Years Ago
Cherrypick GameSetup initializationCommands from 64609
3 Years Ago
Override ToString in the TimeSince classes. This makes the actual elapsed time show in a debug log automatically (even without a .ToString()), without having to cast it to float.
3 Years Ago
Merge from hardcore
3 Years Ago
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3 Years Ago
Fix mission npcs not getting deleted in hardcore
3 Years Ago
Partial setup of the caboose as a working train carriage
3 Years Ago
Merge from main
3 Years Ago
Fixed generated materials not getting alpha cutoff keywords correctly applied
3 Years Ago
Merge from aux2
3 Years Ago
Launch site changes
3 Years Ago
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3 Years Ago
Merge from async_loading_3
3 Years Ago
merge from main
3 Years Ago
static monument lift sounds
3 Years Ago
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3 Years Ago
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3 Years Ago
Don't stomp the warmupConcurrency or preloadConcurrency values when using asyncLoadingPreset in case they were set to custom values Disable asyncWarmup if asyncLoadingPreset is 1
3 Years Ago
Add 'Optimized Loading' to the options menu under Experimental to set asyncLoadingPreset
3 Years Ago
Add global.asyncLoadingPreset convar which saves (0 = off/default, 1 = partial, 2 = full) Partial will enable async asset loading but keep 'Asset Warmup' on the loading screen Full will enable async asset loading but run 'Asset Warmup' hidden in the background Changes will only take effect when restarting the game
3 Years Ago
Change default text for options selectors from "XX XXXXXDDF FFE EFF FEE F" to "UNKNOWN" Fix ghost "OFF" behind "ON" text on options toggles
3 Years Ago
Fix exception when spawning world finds an unknown prefab ID (logs a warning) Change World.SpawnAsync to log and skip unknown prefab IDs like the non-async one
3 Years Ago
Always run asset warmup in the background if warmupConcurrency is > 1 However, if asyncWarmup is disabled then the loading screen will wait for it to complete
3 Years Ago
Merge from main -> cached_server_browser
3 Years Ago
Merge from harmony_qol -> aux2
3 Years Ago
Remove macos from Rust.Harmony
3 Years Ago
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3 Years Ago
New fully playable ParticleTestMap with a physics material farm. Impact prefab grouping.
3 Years Ago
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3 Years Ago
Error out of World.SpawnAsync if StringPool.Get couldn't find the asset path for the prefab Fixes getting stuck on "spawning world" when async loading is enabled and there's some mismatch between server and client Non-async version would error out as well in this case
3 Years Ago
Fixed "Tools/Update Loot Tables" NRE edge case