reporust_rebootcancel

108,630 Commits over 3,867 Days - 1.17cph!

4 Months Ago
Fix options menu not having a body section enabled by default
4 Months Ago
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4 Months Ago
Turn off r/w on tin can gibs mesh Enable useContinuousCollision on tin can gibs, they are so tiny they are falling through objects
4 Months Ago
Fixed create gibs in scene button not working in editor Fixed a rotation error in editor
4 Months Ago
Updated helis dummy repair item names so we can display accurate building errors
4 Months Ago
Added new "Blocked by X" building errors for players, horses, modular cars and scientist npcs Localized NPC names
4 Months Ago
updated WorkCartDecals_albedo Unauthorised is now correctly spelded
4 Months Ago
fix for rail road planter added missing bottom face
4 Months Ago
Adjusted AreaCheck and SphereCheck socket mods default messages Added detailed fail messages and/or re-order priorities on a few item prefabs - Tool cupboard - Water pump - Drone - Fish trap - Floor spikes - Gravestones - All seeds
4 Months Ago
fix for small and large planters missing underside faces
4 Months Ago
Fix fuel tank mesh collider not being readable
4 Months Ago
Remove some more allocations and add more profiling
4 Months Ago
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4 Months Ago
Explosion post profile & file org.
4 Months Ago
merge from spectate_blackout_fix
4 Months Ago
Fixed spectator getting a black screen when the spectated player dies
4 Months Ago
tin can alarm gibs colliders
4 Months Ago
Fix a collider's cached monument not being invalidated if the collider moves - no evidence of this happening but best to be safe Rename `MonumentColliderTag` to `CachedMonumentComponent` to make it a lot clearer what it does Add `GetOrAddComponent()` to ComponentEx instead of using the VLB namespace
4 Months Ago
initial prefab setup
4 Months Ago
New: Starting set of CompanionServerTests A set of functional tests that validate operation of CompanionServer (Rust+). This only covers 3 request types out of 19, but proves that this should work in principle. Next up is adding the remaining tests and making it safe in regards to server-client modes. Tests: Ran new unit tests - they pass.
4 Months Ago
Added a setting for errror toasts to be displayed on top of everything, so they can be seen when the in inventory and other menus Set a few of them to show on top
4 Months Ago
Multi-thread navmesh building, making the recast side computations almost negligible
4 Months Ago
Ported ExplosionScreenBounceFade
4 Months Ago
More error messages localized and toasted: legacy deployer, vending machines, spraycan, inventory
4 Months Ago
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4 Months Ago
Separate navigation building steps so it's easier to multi-thread
4 Months Ago
Vehicle locked/unlocked messages localized and toasted
4 Months Ago
Add option to build navmesh asynchronously, add more profile markers
4 Months Ago
Player inventory, storage containers and player belt fail messages localized and toasted Minor socket mods fail messages tweaks
4 Months Ago
divesite containers
4 Months Ago
Explosion files.
4 Months Ago
env_fish correct values on main camera
4 Months Ago
merge from main
4 Months Ago
Fixed missing PreventBuildingMonumentTag on all caves prevent-building volumes - fixes the tin can alarm not deployable in caves - fixes barricades not deployabled around caves Ran S2P on all cave scenes
4 Months Ago
Missing file.
4 Months Ago
Fixes/pre-merge stuff.
4 Months Ago
DPV Beacon light LODs and material/textures Beacon light prefab setup
4 Months Ago
lake b and c builds, unity scene setup
4 Months Ago
barnacle clumps prefabs
4 Months Ago
updates to lake_a build
4 Months Ago
Localized and toasted repair failed errors
4 Months Ago
Speed up navmesh generation by using arraypool instead of a massive buffer
4 Months Ago
Refactored and renamed a bunch of stuff so we can use these toasts for any type of gameplay errors (building, item movement, etc)
4 Months Ago
Fix memory leak and add more profiler coverage
4 Months Ago
4 Months Ago
Localized server side building errors Moved them out from the chat to the new toast UI
4 Months Ago
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4 Months Ago
New: Adding Server unit tests foundation Sadly, they're not fully functional now - the client and server connect to each other, but the full client handshake doesn't happen. Will chase this up after I setup companion server tests (what I originally intended to test). Tests: none, as I know it's borked
4 Months Ago
Add option to disable verbose log and add profiler markers, reduce gc allocs
4 Months Ago
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain