reporust_rebootcancel

141,680 Commits over 4,383 Days - 1.35cph!

31 Minutes Ago
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
36 Minutes Ago
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
45 Minutes Ago
Merge from main
46 Minutes Ago
merge from fix_assetscene_deepsea -> main
50 Minutes Ago
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1 Hour Ago
Potential fix for zombie NRE on _agent == null in tests
1 Hour Ago
Potential fix for zombie NRE on _agent == null in tests
1 Hour Ago
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1 Hour Ago
Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
1 Hour Ago
Fix zombies breaking automated tests
1 Hour Ago
Fix zombies breaking automated tests
2 Hours Ago
fix ColorEx WithHDRIntensity, missing alpha copying
2 Hours Ago
Add throw timer, if the timer runs out before you click to throw, it'll throw for you - reticle changes colour and flashes when low time - UI has timer text display
3 Hours Ago
testlist
3 Hours Ago
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
3 Hours Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
4 Hours Ago
Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
4 Hours Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
4 Hours Ago
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
4 Hours Ago
Fix tutorial bear and unused sharks causing errors with new navmesh
4 Hours Ago
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
4 Hours Ago
Merge from workbench_upgrades (Recycle balance pass, description updates)
4 Hours Ago
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5 Hours Ago
Merge to workbench_upgrades
5 Hours Ago
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
5 Hours Ago
Added Ballistic helmet model, material, and textures. Set up prefabs.
5 Hours Ago
Synch trajectory lock state correctly for all control paths.
5 Hours Ago
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
5 Hours Ago
Salvaged Cleaver audio file tweaks
5 Hours Ago
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
5 Hours Ago
industrial garage door - minor texture tweak
5 Hours Ago
Adding extra wheel joints for bowless crossbow world rig
6 Hours Ago
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
6 Hours Ago
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
6 Hours Ago
Placeholder UI tweaks. Convar descent time. Rework UI flow.
6 Hours Ago
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6 Hours Ago
switched GPU instancing on
Today
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters
Today
Updated w_sks and w_paintball_gun animators with reloadMotion setup
Today
industrial garage door - Gibs added - Prefab updated
Rin
Today
Fixed incorrect repair material
Today
Updated seismic sensor levels: - Mortar Shell: 2 - Fragmentation Mortar Shell: 1 - Cannonball: 1
Today
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
Today
exported edited arm throw pose on 3p rock anims
Today
Fixed OOB error on testscenario_rocketsplash5_turretpod
Today
merge from automated_testing
Today
merge from automated_testing/export_optims
Today
Use Parallel and other crazy shit for allPrefabsWithMeshColliders/allPrefabsWithParticleSystem - 28s -> 4.3s Same for allBaseCombatEntityPrefabs - 4s -> 300ms + some micro optims in other tests
Today
address Vince's feedback (bit of uv stretching, chamfered edge, reset vertex colours, fixed smoothing groups on lods, set all object to world layer, reset transforms to 90,0,0 and setup lodgroups for the structures interior and exterior
Today
merge from main