reporust_rebootcancel

142,551 Commits over 4,413 Days - 1.35cph!

4 Days Ago
Buildfix: missing files from previous submit
4 Days Ago
Scene backup
4 Days Ago
Neon prefabs to default layer for ref probe purposes.
4 Days Ago
Clean: minor reaorganization + comments Tests: unit tests
4 Days Ago
Thicker door frame for entrance
4 Days Ago
gantry clean textures
4 Days Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
4 Days Ago
fix guard checks for when no player is mounted
4 Days Ago
Entrance a / removed overlapping geo
4 Days Ago
merge from main
4 Days Ago
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
4 Days Ago
- Temp fix the electric furnace skin rendering in twitch drops - Get the workshop render to spill the beans when something doesn't work
4 Days Ago
cleanup rocket splash scenario prefab properly
4 Days Ago
Restore checking for playermodel persist anim next frame, current frame is too early for the animator states to have been updated Adjust clear playermodel anims to be slightly before the end of the bandage and syringe anims as they weren't being invoked at the very end
4 Days Ago
A, B, C lighting prefabs. Layer stuff for remaining interior shells. Scene backup.
4 Days Ago
Removed backfaces from apartment comples b entrance
4 Days Ago
merge from main
4 Days Ago
Updated the check for NVIDIA Reflex to be based on the support for DLSS, as the Reflex support check currently always returns null even for supported hardware, and the DLSS support query should cover the necessary hardware checks
4 Days Ago
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
4 Days Ago
HeldEntity sends RPC to client notifying it is going to be destroyed because its item has been spent. Use that to determine if we should persist the animation or not Fixes the animations persisting on syringes and bandages when they shouldn't be
4 Days Ago
Added shadow caching back to the experimental options tab in the MenuUI2_Settings prefab
4 Days Ago
Revert previous changes
4 Days Ago
main -> twitchdropsrenderer
4 Days Ago
Merge from main
4 Days Ago
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4 Days Ago
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
4 Days Ago
Fixed some issues with spot lights not rendering correctly with shadow caching enabled
5 Days Ago
Merge from main
5 Days Ago
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merge from computer_io_no_passthrough
5 Days Ago
merge from useLegacyWorkbenchInteraction_fix2
5 Days Ago
merge from mortar_prototype
5 Days Ago
merge fom deployable_snapping_fixes_4
5 Days Ago
Add TerrainHole options to TerrainMeta inspector for rendering holes in editor mode Remove old TerrainHoleRenderer inspector Fix probe terrain holes again
5 Days Ago
Change hole rendering order to before viewmodel to avoid depth stencil conflicts Move cylinder hole primitive pivot point to bottom Add TerrainAlphaScanner tool to automatically find modified terrain alpha and add new hole system with best guess shape Integrate TerrainHoleRenderer into TerrainMeta which automatically swaps to geoclip terrain when in use (in editor) Fix terrain not using HoleMap during probe/cubemap renders
5 Days Ago
Fix server.useLegacyWorkbenchInteraction always opening worbench upgrade panel
5 Days Ago
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5 Days Ago
Expose options for recyclers to turn off without an online powergrid and have different efficiency/duration stats with an online powergrid Update recycler loot panel UI to pull from current stats to populate the text field, also optimise its update method
5 Days Ago
restrict some client functions to only work for the mounted player
5 Days Ago
up and down fixes
5 Days Ago
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Add pocket support (which deletes the ball on contact)
5 Days Ago
WIP on networked darts for 3rd person clients, manifest + codegen
5 Days Ago
Clean: store buffer[pos] accesses in a variable Just for easier code reading Tests: ran unit tests
5 Days Ago
Clean(editor): get rid of Pool.UseSafetyChecks flag - lock-free Pool can't ensure associated hashset consistency, so we can't use that anymore - checking for null on Take call doesn't seem to make sense since awhile back Tests: ran tests. StressTestMT doens't sporadically fail anymore
5 Days Ago
Optim: couple micro optims - rewrite a couple branches into branchless logic - inlined IsTurnTicketSameIgnoreProgress - got rid of module via use of MADD - added extra comments for explaining what's going on AllocDeallocST: 2.82 -> 2.77ms for 10k allocs. Tiny, but every bit helps Tests: ran unit and perf tests
5 Days Ago
5 Days Ago
Move command to new .cs file