reporust_rebootcancel

134,378 Commits over 4,444 Days - 1.26cph!

42 Days Ago
Clean: minor reaorganization + comments Tests: unit tests
42 Days Ago
Thicker door frame for entrance
42 Days Ago
gantry clean textures
42 Days Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
42 Days Ago
fix guard checks for when no player is mounted
42 Days Ago
Entrance a / removed overlapping geo
42 Days Ago
merge from main
42 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)
42 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
42 Days Ago
cleanup rocket splash scenario prefab properly
42 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
42 Days Ago
A, B, C lighting prefabs. Layer stuff for remaining interior shells. Scene backup.
42 Days Ago
Removed backfaces from apartment comples b entrance
42 Days Ago
merge from main
42 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
42 Days Ago
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
42 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
42 Days Ago
Added shadow caching back to the experimental options tab in the MenuUI2_Settings prefab
42 Days Ago
Revert previous changes
42 Days Ago
main -> twitchdropsrenderer
42 Days Ago
Merge from main
42 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
42 Days Ago
Fixed some issues with spot lights not rendering correctly with shadow caching enabled
42 Days Ago
Merge from main
42 Days Ago
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42 Days Ago
merge from computer_io_no_passthrough
42 Days Ago
merge from useLegacyWorkbenchInteraction_fix2
42 Days Ago
merge from mortar_prototype
42 Days Ago
merge fom deployable_snapping_fixes_4
43 Days Ago
Add TerrainHole options to TerrainMeta inspector for rendering holes in editor mode Remove old TerrainHoleRenderer inspector Fix probe terrain holes again
43 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
43 Days Ago
Fix server.useLegacyWorkbenchInteraction always opening worbench upgrade panel
43 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
43 Days Ago
restrict some client functions to only work for the mounted player
43 Days Ago
up and down fixes
43 Days Ago
Add pocket support (which deletes the ball on contact)
43 Days Ago
WIP on networked darts for 3rd person clients, manifest + codegen
43 Days Ago
Clean: store buffer[pos] accesses in a variable Just for easier code reading Tests: ran unit tests
43 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
43 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
43 Days Ago
43 Days Ago
Move command to new .cs file
43 Days Ago
Whoops added the "Create Centered Parent" into the ugui package instead of our other MenuItem scripts
43 Days Ago
Update large apartment with new positions
43 Days Ago
Fix the large apartment prefabs centering
43 Days Ago
More lighting
43 Days Ago
exported edited 3p run anims for holdtypes starting with an E to H
43 Days Ago
Use Application.installPath instead of Path.GetFullPath when downloading map files
43 Days Ago
Use full path when loading workshop bundles
43 Days Ago
Add "Create Centered Parent" GameObject menu item to fix off-center apartment children renders - built-in unity button was creating every empty parent at 0,0,0 of the parent apartment and using local position