reporust_rebootcancel

140,769 Commits over 4,383 Days - 1.34cph!

Yesterday
merge from main
Yesterday
Add mortar pitch display, refactor generic overlay to allow for appending prefabs
Yesterday
Exclude hidden redirects so the new barrels / shelves which now use dummy redirect base items don't fail all the tests
Yesterday
merge from main
Yesterday
vendingmachine_ui_refresh -> main
Yesterday
WIP setting up dart board prefab
Yesterday
Second set of fixes - fake inventory compile errors
Yesterday
Compile fix - swap to using flags
Yesterday
vendingmachine_ui_refresh -> main
Yesterday
Clear hover over button fixes
Yesterday
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Yesterday
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Yesterday
- Fix bugs with suggestions not being clickable - More final polish
Yesterday
- Final style changes - Added suggestions area in admin panel
Yesterday
Updated sprint anim (test)
Yesterday
Clean: removed FilterInvalidPlayers now that I've validated that all kicks were grouped at end - cleaned up comments that pointed out kick locations Tests: none, trivial change
Yesterday
industrial electric furnace - added lods - split glass and furnace - updated item skin - updated prefab
Yesterday
Bugfix: avoid NRE after kicking a player while iterating over a player cache - consolidated all kicks in ServerUpdateParallel to end of the method Tests: got kicked for terrain violations, no NRE
Yesterday
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
Yesterday
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
Yesterday
Potential fix for scientists not spawning on cargo
Yesterday
Fix minor typo in WhatUsesThis
Yesterday
Merge fixes.
Yesterday
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
Yesterday
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices - added unit tests Should help us maintain packed state of dependent arrays - will start converting current use cases next. Tests: ran unit tests
Yesterday
merge from main -> fix_dynamic_occlusion_pausing
Yesterday
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
Yesterday
simplified encryption again
Yesterday
Simplify encryption
Yesterday
Merge from main
Yesterday
All remaining monument fixes.
2 Days Ago
Fixed a bunch of errors when baking and using the LOD baker tool
2 Days Ago
merge from playerboat_droppeditem_parent_fix
2 Days Ago
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
2 Days Ago
main -> vendingmachine_ui_refresh
2 Days Ago
range and accelerated visuals LODs and material setup prefabs replaced and updated.
2 Days Ago
Updated encryption strategy
2 Days Ago
removed sneaky anim event sfx from 3p sitting anims
2 Days Ago
exported unique firecracker 3p animations and linked to new holdtype anim controller
2 Days Ago
merge from pooltable_and_dartboard_models -> darts_minigame
2 Days Ago
init darts minigame branch
2 Days Ago
Added optional encryption to Rust Relay
2 Days Ago
Fixed final vending entry pushing itself out the screen
2 Days Ago
Swap to a string builder to save a few allocations when updating dynamic pricing
2 Days Ago
merge from deepsea_navmesh_optims
2 Days Ago
When the deep sea opens, wait for island navmesh bake to finish before starting the next Added deepsea.navmesh_spawninterval (was using entity interval before)
2 Days Ago
Dynamic pricing support (nearly there!)
2 Days Ago
merge from dragbyangle_rebalance
2 Days Ago
Added combining of source meshes and materials in the LOD Baker tool to make it compatible with the baking script