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141,081 Commits over 4,383 Days - 1.34cph!

10 Days Ago
Fixed store content loading when using overrides
10 Days Ago
npc tutorial animations updated
10 Days Ago
Fix potential culprit for double free of tileData
10 Days Ago
Halterneck skinniing update
10 Days Ago
Limit max number of tiles being built in the background
10 Days Ago
Added Salvaged Sword invetory sounds and bone club drop sound tweaks
10 Days Ago
Hide skirt skinning
10 Days Ago
moved ScopedOcean from TestFixture->RustTestFixture
10 Days Ago
Update: useful bits from the first failed StableObjectArray conversion It ended up being too pervasive for my liking, going to try a simpler approach Tests: compiles as part of rewrite, but none otherwise
10 Days Ago
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
10 Days Ago
Prisoner hood overlay fixes
10 Days Ago
10 Days Ago
removed old test fixture api usage
10 Days Ago
merge from console_uparrow_fix
10 Days Ago
Fixed console auto complete preventing you to go through the history when open
10 Days Ago
Fix budget being treated as seconds despite being miliseconds
10 Days Ago
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride
10 Days Ago
merge from playerboat_tests
10 Days Ago
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10 Days Ago
Merge from main
10 Days Ago
Merge from water_well_B_spawn_fix
10 Days Ago
Fixed food cache not spawning in water well B
10 Days Ago
Testing changes to Jenkinsfile
10 Days Ago
Fixed client convars with an empty default value showing as [?]
10 Days Ago
merge from convar_defaultvalue_fix
10 Days Ago
merge from main
10 Days Ago
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
10 Days Ago
Sit visuals correctly
10 Days Ago
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)
10 Days Ago
10 Days Ago
Removed the loading thingy, few more adjustments
10 Days Ago
Added electric furnace to the skin viewer
10 Days Ago
merge from automated_testing
10 Days Ago
Update all tests to call the base SetUp Removed KillAllEntitiesInRadius calls
10 Days Ago
edited 3p sit driving snowmobile rear lean R/L anims to correct clip ranges
10 Days Ago
We now take a snapshot of all server entities on test setup, and kill the difference on test teardown Fixes entities leaking from tests
10 Days Ago
Add a twist relax slider for hand IK
10 Days Ago
Add offset to left hand IK
10 Days Ago
Update: StableObjectArray now exposes stable index lookup map (needed for transform access array jobs) - moved NativeArrayEx to Facepunch.UnityEngine plugin, enabled unsafe code, added Unity.Collections dep Tests: none, code is in the middle of breaking rewrite
10 Days Ago
replaced missed topology usage
10 Days Ago
replace topology query in road terrain modification with type query
10 Days Ago
exported edited 3p beanbag anim and set to loop
10 Days Ago
Updated mortar animation clip naming and added 3 reloads at different heights
10 Days Ago
better entry/exit spawning, road positions snap onto mesh (should really be baked into the prefab) - no middle segment spawning - need to do more work on defining bridge points and adjusting paths to align better
10 Days Ago
Clean: dead test code removal Tests: compiles
10 Days Ago
Skin pass for hide poncho
10 Days Ago
Update: conversion to StableObjectArray - step 2, WaterLevel tests Tests: ran WaterLevel unit and perf tests
10 Days Ago
Merge from workbench_upgrades
10 Days Ago
Export the test list before running the tests from the pipeline
10 Days Ago
merge from main