reporust_rebootcancel

120,505 Commits over 4,018 Days - 1.25cph!

3 Days Ago
revert underwater effects merge to figure out server issue
3 Days Ago
Merge: from profiling_improvements Tests: snapshot on craggy in editor
3 Days Ago
Merge: from main Tests: none, no conflicts
3 Days Ago
Update: Further removal of about 10% methods from perf snapshot - Built using e70c083b Tests: took a snapshot on craggy
3 Days Ago
lowered the ground under the zigg pond water to allow swimming effect to work
3 Days Ago
Fixed a null ref when comparing identical environment volumes
3 Days Ago
cherrypicking broadphase_abp
3 Days Ago
SpawnPopulationBase.DeleteEntities logs warning if it encounters a destroyed gameobject or an invalid entity instead of throwing an exception
3 Days Ago
Merge: from listcompare_optim - ListHashSet can now be pooled and supports Compare - Optim Networkable.UpdateSubscriptions via ListHashSet Tests: unit tests
3 Days Ago
Merge: from main Tests: none, no conflicts
3 Days Ago
Clean: simplify code via ?. notation Tests: unit tests
3 Days Ago
Optim: Constain List<T>.Compare to only works on List<T> This removes remaining 4 boxing allocations Tests: unit tests
3 Days Ago
Optim: Use ListHashSet<T>.Compare in UpdateSubscriptions and UpdateHighPrioritySubscriptions Tests: none, trivial change
3 Days Ago
Update: Network.Visibility.Provider works on ListHashSet Tests: none, simple changes
3 Days Ago
Update: Facepunch.Pool now supports ListHashSet - gave ListHashSet a default ctor Tests: unit tests
3 Days Ago
reverted environment volumes to spatially aware ones after regression, this also re-introduces the terrain collision triggers - S2P
3 Days Ago
Update: ListHashSet has it's own specialized static Compare method - Replciated tests from ListExtensionTests for ListHashSet Tests: ran unit tests
3 Days Ago
lower ziggurat terrain position in Z, then resculpted to meet the ground line
3 Days Ago
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3 Days Ago
Merge from uv2_paint_fix
3 Days Ago
Fixed warning spam when painting on a mesh without a uv2 channel
3 Days Ago
Compile fix for 119282
3 Days Ago
Use entity display name from PrefabInformation component for Rust+ death notification if available
3 Days Ago
Merge from GetCurrentUndergroundLayer_nre_fix
3 Days Ago
Speculative MapView.GetCurrentUndergroundLayer NRE fix
3 Days Ago
Snake loco fx WIP & related files.
3 Days Ago
Merge from jungle_update
3 Days Ago
Remove Facepunch.Editor reference
3 Days Ago
Merge from jungle_update
3 Days Ago
Fixed outbreak sprayer item id
3 Days Ago
Remove dismount handling on VineMountable
3 Days Ago
Slight collider tweak to fix some deadspots for resource gathering on vine tree
3 Days Ago
More work on handling player movement properly when a vine tree is destroyed
3 Days Ago
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3 Days Ago
Another distance interaction fix
3 Days Ago
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
3 Days Ago
Include vehicle detailed layer in vine dismount check
3 Days Ago
Fixed blurry birds.
3 Days Ago
Fixed blurry spraycan sprays.
3 Days Ago
Fixed blurry fireplace
3 Days Ago
Applied lighting to Ziggurat A. S2P (Small trigger code bug exists on Asana)
3 Days Ago
Fixed a couple of inverted triggers.
3 Days Ago
Renamed new lighting prefab.
3 Days Ago
Added occluders to Ziggurat lighting. Deleted the old lighting prefab.
3 Days Ago
Train tunnel entrance bunker terrain anchor fixes
3 Days Ago
merge from underwater-effects
3 Days Ago
- color space fixup - fix water line lighting, have color+reflection match the water surface - remove old stuff
3 Days Ago
Optim: List.Compare now uses pooled hashsets instead of hashing-and-sorting 2x faster. Now, just need to see if I can get rid of these remaining allocs (just 4 per stable run) Tests: unit tests
3 Days Ago
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3 Days Ago
ak admire update