reporust_rebootcancel

139,009 Commits over 4,505 Days - 1.29cph!

Yesterday
Typo fix
Yesterday
ordered f1 menu category buttons alphabetically Sort by the translated button label instead, so the list reads A-Z
Yesterday
editor_multiplayer -> main
Yesterday
- Final name cleanup - Fix performance logging NRE - Hot reload fix
Yesterday
Fixed effects not firing
Yesterday
Custom FP Scenario dropdown to replace the default Unity one - Renames/improvements - Fix few more second client NRE's - Crosshair NRE fix
Yesterday
Fixed not being able to transfer water into the held water bucket via the UI. Includes automated test. Fixed LocalPlayerTestFixture not waiting for the player to spawn in and asserting too early
Yesterday
add a scroll fade/gradient to tabs
Yesterday
removed unnecessary prefab
Yesterday
Added test_physmat_cube_COL, a per-face physics material test asset Cube with 6 physics materials, one per face, each side of the cube split differently to test how material boundaries behave. 6 is more than any real asset would need, deliberate headroom for finding the edges of the per-face lookup rather than a realistic case.
Yesterday
merge from flex_color_picker_fixes
Yesterday
Update: consolidate OS specific calls to RustNative Still gotta build and test linux and mac, gonna do that tomorrow Tests: ran temp scene
Yesterday
Reverted previous idea, now using a better way of fixing it
Yesterday
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
Yesterday
Move code around, don't unload filestorage since domain reload should handle it
Yesterday
merge from automated_testing
Yesterday
One more that I missed
Yesterday
Simplified battery console commands
Yesterday
Set main power slots for EngineListener and AlarmSystem prefabs (DummySwitch from monuments)
Yesterday
TeslaCoil, SolarPanel, FuelGenerator cleanup
Yesterday
Fix alignment issues on non-keyframable rows, they had an ugly left offset before.
Yesterday
Removed all the old IO code from the battery class (feels amazing)
Yesterday
update from main
Yesterday
Update: disable Unsafe.UseMultithreadedScripting on CLIENT - codegen Need to figure out how to better patch out the managed check when doing an IL2CPP build, will leave that for later Tests: tested booting test scene both in CLIENT(ran on main thread) and SERVER(ran on thread pool) modes
Yesterday
Fixed flexible color picker hex input fields across various panels; generic painting dialog, row workshop color, ornate frame config, balloon config
Yesterday
exported updated glass ar admire anim
Yesterday
Compile fix
Yesterday
merge from main
Yesterday
Started to refactor the two existing large train tunnel rooms (separated elements, renamed to match naming convention, fixed pivots, added door offsets). WIP
Yesterday
merge from automated_testing
Yesterday
merge from main
Yesterday
Merge from m15_modslots_fix
Yesterday
Fix M15 pistol skin not having matching mod slots to base semi-automatic pistol, meaning targetting attachment mod could not be attached Add automated test for catching item redirects not having matching mod slots. Appears that M15 was the only case
Yesterday
Converted DummySwitch (monument specific switches)
Yesterday
Reapply GunnerTest
Yesterday
merge from main need to reapply 2 changes
Yesterday
Regenerate testlist, all new ones pass
Yesterday
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
Yesterday
Reduce network range to 128m for: - loot_trash - door.hinged.cargo_ship - door.hinged.vent - fogmachine - turret_attackheli - door.hinged.tugboat.door - _base_car_chassis.entity - modular_car_camper_storage - ziplinemountable - _cardtable_base - cctv.static - clan.table - audioalarm - cabletunnel - doormanipulator - pressbutton_officeelevatordown - pressbutton_trainstairwell - wheelswitch - big_wheel - bigwheelbettingterminal - smallcandleset - marketterminal - sled.deployed - dynamicmissionstash - logstash - missionstash - explosive.timed.deployed - explosive.timed.entity - metal_detector_flag_deepsea.entity - metal_detector_flag.entity - survey_charge - gunnertest - boombox.static - cassetterecorder.deployed - connectedspeaker.deployed.static - microphonestand.deployed.static
Yesterday
merge from fix_airfield_powergrid_indicators
Yesterday
apply to scene, S2P airfield
Yesterday
better fix, 3 lights on bottom for door and improved scaling
Yesterday
Added new honey bandage icon
Yesterday
New automated test looking for entities that cull <128m but have network range 256m (can safely be reduced to 128m), uses Ian's network range audit tool Finds 36 leftover cases, need to double check none of them cause issues when reduced
Yesterday
updated texture res for wood armour jacket and pants. set to 1k
Yesterday
- Various fixes to stop editor multiplayer servers from freaking out when spun up independently (allowing multiple servers to run) - Cleanup SteamClient valid checks - Setup a bunch of new scenarios
Yesterday
Prefab setup and set dressing/look dev exploration in small room variants J, K, L. Updated mani
Yesterday
Updated wood armour helmet shading and updated textures. set texture resolution to 1k
Yesterday
merge from main
Yesterday
merge from vehicle_pooling