139,466 Commits over 4,474 Days - 1.30cph!

2 Years Ago
Bugfix: RelationshipManager.PlayerTeam implements IPooled My new batch of tests revealed that PlayerTeam wasn't properly cleaned up when returned to the pool, causing test failures on repeated runs(teams still had members in them after disbanding). Tests: ran new tests (submitted in next CL), they pass
2 Years Ago
Fix navmesh not generating properly with mesh colliders
2 Years Ago
player update. edited crossbow deploy anim to match the viewmodel
2 Years Ago
Use more appropriate collision masks for navmesh geo gathering
2 Years Ago
started plane barnacles
2 Years Ago
Better fail message when trying to place a high wall while moving
2 Years Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
2 Years Ago
Added the name of the entity blocking a building block upgrade Localized the other missing strings in the hammer pie menu
2 Years Ago
Update: consolidating CompanionServerTests logic Now that patterns are relatively clear we can simplify logic. This'll make adding the remaining 19 tests faster/easier. Tests: ran new tests
2 Years Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
2 Years Ago
tin can alarm gibs new setup with centred pivots and enabled precision, fixed it falling through floor
2 Years Ago
Reworked how we handle broken state, entity is now properly destroyed when a shield is broken rather than just becoming invisible Added debug.breakshield convar
2 Years Ago
Drop the shield when a player dies if it's equipped (like the current held entity) World model Compile fixes
2 Years Ago
Fixed some parts of ADS still working when a shield is equipped
2 Years Ago
Remove shield viewmodel component, set up placeholder animator states and surface logic there instead
2 Years Ago
Added some help text to the gesture picker
2 Years Ago
Include byte[] pooling stats for networking
2 Years Ago
Flush memory pool size every 5 minutes for runtime profiling
2 Years Ago
Reapplied animator changes from RPS branch Fixed player gesture layer not fading out after a one shot gesture
2 Years Ago
Show "Blocked by X" when blocked by a building block Failed SphereCheck and AreaCheck will now show "Not stable enough" by default instead of "Not enough space"
2 Years Ago
Merge main -> TrainDecouplingImprovements
2 Years Ago
Add a preview video field to gesture configs Added test videos for most of the gestures Fixed reset default option deleting the surrnder gesture
2 Years Ago
BuildingProximity error messages localized Updated "Placing through walls" error for "Line of sight blocked"
2 Years Ago
NPC localization compile fix
2 Years Ago
Merge from hackweek_crudegestures/rps
2 Years Ago
Merge from main
2 Years Ago
Fix options menu not having a body section enabled by default
2 Years Ago
Turn off r/w on tin can gibs mesh Enable useContinuousCollision on tin can gibs, they are so tiny they are falling through objects
2 Years Ago
Fixed create gibs in scene button not working in editor Fixed a rotation error in editor
2 Years Ago
Updated helis dummy repair item names so we can display accurate building errors
2 Years Ago
Added new "Blocked by X" building errors for players, horses, modular cars and scientist npcs Localized NPC names
2 Years Ago
updated WorkCartDecals_albedo Unauthorised is now correctly spelded
2 Years Ago
fix for rail road planter added missing bottom face
2 Years Ago
Adjusted AreaCheck and SphereCheck socket mods default messages Added detailed fail messages and/or re-order priorities on a few item prefabs - Tool cupboard - Water pump - Drone - Fish trap - Floor spikes - Gravestones - All seeds
2 Years Ago
fix for small and large planters missing underside faces
2 Years Ago
Fix fuel tank mesh collider not being readable
2 Years Ago
Remove some more allocations and add more profiling
2 Years Ago
Explosion post profile & file org.
2 Years Ago
merge from spectate_blackout_fix
2 Years Ago
Fixed spectator getting a black screen when the spectated player dies
2 Years Ago
tin can alarm gibs colliders
2 Years Ago
Fix a collider's cached monument not being invalidated if the collider moves - no evidence of this happening but best to be safe Rename `MonumentColliderTag` to `CachedMonumentComponent` to make it a lot clearer what it does Add `GetOrAddComponent()` to ComponentEx instead of using the VLB namespace
2 Years Ago
Fixed crashes with npc_portal_turret_floor Bump .exe versions Updated language files Prevent stack overflows with InvalidateLayout( true ) from PerformLayout Will print a warning when it breaks the loop.
2 Years Ago
Prevent stack overflows with InvalidateLayout( true ) from PerformLayout Will print a warning when it breaks the loop.
2 Years Ago
initial prefab setup
2 Years Ago
New: Starting set of CompanionServerTests A set of functional tests that validate operation of CompanionServer (Rust+). This only covers 3 request types out of 19, but proves that this should work in principle. Next up is adding the remaining tests and making it safe in regards to server-client modes. Tests: Ran new unit tests - they pass.
2 Years Ago
Added a setting for errror toasts to be displayed on top of everything, so they can be seen when the in inventory and other menus Set a few of them to show on top
2 Years Ago
Multi-thread navmesh building, making the recast side computations almost negligible
2 Years Ago
Ported ExplosionScreenBounceFade
2 Years Ago
More error messages localized and toasted: legacy deployer, vending machines, spraycan, inventory