reporust_rebootcancel

154,579 Commits over 4,536 Days - 1.42cph!

5 Months Ago
Converted short scruffy beard to use new wearable replacement Added average meshes to both beards
5 Months Ago
Added mid-length scruffy beard
5 Months Ago
Merge: from pool_mt
5 Months Ago
Merge: from main
5 Months Ago
Added nameFormatted to chat.add2 which is used by the chat UI when set instead - this addresses heavily formatted player names getting cached on the client if they aren't initially in the network group, which get displayed incorrectly in various UI panels Console gen
5 Months Ago
merge from main
5 Months Ago
reinforced workbench upgrade explosiveResistance 0.5 -> 0.2
5 Months Ago
merge from computer_io_no_passthrough
5 Months Ago
merge from throwable_aim_stuck_fix
5 Months Ago
merge from heldentity_anim_fix
5 Months Ago
update from player_rig_update
5 Months Ago
fix power draw for twitch rivals computer desk
5 Months Ago
clean up thrown darts after a timer
5 Months Ago
Prefabbed up Kiosk B structure + decals as were still only models, plus prefab setup. LOD3s for Kiosk A, B, C (batched together). Removed obsolete kiosk C blockout.
5 Months Ago
merge from store_may_fixes
5 Months Ago
merge from electricfurnace_gibs_fix
5 Months Ago
merge from spectate_map_fix
5 Months Ago
merge from doorcontroller_wiring_fix
5 Months Ago
merge from deepsea_vendingmachine_leakfix
5 Months Ago
Assigned Mat to fbx
5 Months Ago
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5 Months Ago
Added LODs to ballistic/bdu items, created worldmodels and icons for shirt, pants and vest.
5 Months Ago
Update: add debug only sentinel writing to playerInfos and playerSegments Tests: ran unit tests
5 Months Ago
merge in
5 Months Ago
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5 Months Ago
Update colliders on industrial garage door to exactly match those on original door
5 Months Ago
exported edited 3p holdtype jog/run animations from jerrycan to mp5
5 Months Ago
Bugfix: fix tick being written to an index that didn't account for growth Tests: all unit tests pass
5 Months Ago
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth Tests: ran new test - fails as expected
5 Months Ago
fix 3rd person dart throw
5 Months Ago
Bugfix: avoid out of bounds read when growing array due to tick capacity exhaustion Tests: ran unit tests - no more failures (but there's an extra known bug)
5 Months Ago
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point Tests: ran unit test
5 Months Ago
Remaining cookies
5 Months Ago
cleanup, compiler fix
5 Months Ago
Update(tests): Adding TestTickGrowth - accumulates ticks past capacity This one catches out of bounds read during growth (but not the one expected) Tests: ran unit test
5 Months Ago
rework checks for determining which player is at the board, now uses userids and cached BasePlayers
5 Months Ago
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
5 Months Ago
Update(tests): add TickInterpolatorCache stress unit test Slams 10k operations on it(add/remove player, move player, reset) - doesn't catch issues Tests: ran new test
5 Months Ago
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
5 Months Ago
Buildfix: missing files from previous submit
5 Months Ago
Scene backup
5 Months Ago
Neon prefabs to default layer for ref probe purposes.
5 Months Ago
Clean: minor reaorganization + comments Tests: unit tests
5 Months Ago
Thicker door frame for entrance
5 Months Ago
gantry clean textures
5 Months Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
5 Months Ago
fix guard checks for when no player is mounted
5 Months Ago
Entrance a / removed overlapping geo
5 Months Ago
merge from main
5 Months 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)