reporust_rebootcancel

136,841 Commits over 4,324 Days - 1.32cph!

Today
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
Today
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
Today
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
Today
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
Today
exported minicopter 3p idle anims and edited left hand ik target in entity
Today
merge from boxes_dlc
Today
merge from main
Today
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
Today
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
Today
missed consolesystem commit for painting line tool
Today
Added packet count flushing
Today
merge cannon_fuse_burn to main
Today
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
Today
Skin pass for vagabond jacket
Today
merge from main
Today
update from main
Today
Fix cannon handle spinning due to buoyancy.
Today
merge from 144620 failed merge
Today
merge from storepage_boxes
Today
Restore component box prefab Tweaked cyclegameobject timing
Today
Apply the door fix to the unused boat door
Today
added RustRelay ArrayPool to print_arraypool
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels) Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
Today
merge from boxes_dlc
Today
Fixed loot not respawning on deep sea ghost ships
Today
merge from main
Today
switch to using DecayEntity.GetPrivilege
Today
merge from main
Today
merge from doors_deploy_fix
Today
Removed old includeAllDoors hack in DeployVolume, unused
Today
Cleanup EntityListScriptableObject, removed unused code
Today
Fixed all doors not deployable on top of prevent building volumes, regression from 141211
Today
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Today
merge randomize_seed to main
Today
fixed boat priv issue with boxes, added check for when TC is placed after boxes
Today
Adding burnt fuse into cannon barrel rig
Today
merge debug_simulate_latency to main adds cvar `client.receiveLatency` (client admin) to main to help with testing high ping in Client/Server mode.
Today
exported 3p batteringram idle anim and enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 batteringram prefab
Today
Merge from Main
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Today
various stools (4) blockout
Today
clothing box corpse fix pooled string and manifest updated
Today
File changes on the bone knife swing action
Today
clothing box corpse
Today
Optim: Jobs 2 - rewrite BuildSnapshotDependencyChains - fix a bug that caused more snapshots to be sent than necessary (causing massive inflation) - add a couple fast paths, rewrote it to be a single-pass algo - reduced number of pooled lists usage Need to write unit tests for this Tests: with useplayerupdatejobs 2 set from start, loaded craggy and 2.5k procgen world in editor, visited ferry terminal - didn't see anything missing, npcs had weapons and were shooting
Today
Imported and implemented new sounds for the bone club
Today
Fix cannon jitter when reloading and firing at high ping.