reporust_rebootcancel

142,338 Commits over 4,413 Days - 1.34cph!

1 Hour Ago
Added nameFormatted to chat.add2 which is used by the chat UI when set instead - this addresses heavily formatted player names getting cached on the client if they aren't initially in the network group, which get displayed incorrectly in various UI panels Console gen
2 Hours Ago
merge from main
5 Hours Ago
reinforced workbench upgrade explosiveResistance 0.5 -> 0.2
6 Hours Ago
merge from computer_io_no_passthrough
6 Hours Ago
merge from throwable_aim_stuck_fix
6 Hours Ago
merge from heldentity_anim_fix
Today
update from player_rig_update
Today
Use target normal when placing mortars, it now displays the correct terrain/angle error toast
Today
fix power draw for twitch rivals computer desk
Today
update from main
Today
clean up thrown darts after a timer
Today
Prefabbed up Kiosk B structure + decals as were still only models, plus prefab setup. LOD3s for Kiosk A, B, C (batched together). Removed obsolete kiosk C blockout.
Today
merge from store_may_fixes
Today
merge from electricfurnace_gibs_fix
Today
merge from spectate_map_fix
Today
merge from doorcontroller_wiring_fix
Today
merge from deepsea_vendingmachine_leakfix
Yesterday
Assigned Mat to fbx
Yesterday
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Yesterday
Added LODs to ballistic/bdu items, created worldmodels and icons for shirt, pants and vest.
Yesterday
Update: add debug only sentinel writing to playerInfos and playerSegments Tests: ran unit tests
Yesterday
merge in
Yesterday
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Yesterday
Update colliders on industrial garage door to exactly match those on original door
Yesterday
exported edited 3p holdtype jog/run animations from jerrycan to mp5
Yesterday
Bugfix: fix tick being written to an index that didn't account for growth Tests: all unit tests pass
Yesterday
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth Tests: ran new test - fails as expected
Yesterday
fix 3rd person dart throw
Yesterday
Bugfix: avoid out of bounds read when growing array due to tick capacity exhaustion Tests: ran unit tests - no more failures (but there's an extra known bug)
Yesterday
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point Tests: ran unit test
Yesterday
Remaining cookies
Yesterday
cleanup, compiler fix
Yesterday
Update(tests): Adding TestTickGrowth - accumulates ticks past capacity This one catches out of bounds read during growth (but not the one expected) Tests: ran unit test
Yesterday
rework checks for determining which player is at the board, now uses userids and cached BasePlayers
Yesterday
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
Yesterday
Update(tests): add TickInterpolatorCache stress unit test Slams 10k operations on it(add/remove player, move player, reset) - doesn't catch issues Tests: ran new test
Yesterday
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
Yesterday
Buildfix: missing files from previous submit
Yesterday
Scene backup
Yesterday
Neon prefabs to default layer for ref probe purposes.
Yesterday
Clean: minor reaorganization + comments Tests: unit tests
Yesterday
Thicker door frame for entrance
Yesterday
gantry clean textures
Yesterday
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
Yesterday
fix guard checks for when no player is mounted
Yesterday
Entrance a / removed overlapping geo
Yesterday
merge from main
Yesterday
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
Yesterday
- Temp fix the electric furnace skin rendering in twitch drops - Get the workshop render to spill the beans when something doesn't work
Yesterday
cleanup rocket splash scenario prefab properly