reporust_rebootcancel

137,690 Commits over 4,352 Days - 1.32cph!

Today
fix dot product water direction to be absolute, in case wheel is rotated the other way
Today
Revert recent changes to new NPCs pathfinding component, they don't need it with the new abstraction around NavMeshAgent and NavMeshPath Port the new wolf as a test, works fine but unlike old NPCs does not support switching at runtime without throwing errors, to investigate
Today
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
Today
Lots of small improvements to make the multi-unlock process more robust Handle closing the techtree or switching tabs during unlock Selection path stays visible as the animation runs, prevent selecting other nodes until it finishes
Today
easter floorpaper update, added wip wallpaper, temp IDs/icons, engine file
Today
mortar bipod fix - separated geo from the bipod tube so it can rotate - quick fix looks decent enough
Apartment complex b more damage progress
Today
Implemented deploy, mounting and movement sounds for the water wheel
Today
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Today
Arctic hazmat skin pass
Today
Added statistical analysis for mesh sizes to Indirect Instancing Tools
Today
Enable Read/Write for 2752 meshes below 128 KB
Today
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Today
Port old oilrig scientists, just to check that monuments properly support switching navmesh back and forth, will port all other old scientists later
Fix incorrect material in jacket (male and female)
Today
Kitchen kit meshes and prefab update. Added WIP materials.
Today
Merge from main
Today
collision fix for mounting on not open side, fix for oceans not rocking wheel back and forth
Merge from turret_paintball_fixes
Today
Code review fixes
Today
Port polar bear, boar, chicken and stag Properly take into account "base offset" property use on chicken and stag
Today
Route all references to unity navmesh to class with same API, to easily intercept and route requests to the correct navmesh depending on the convar Converted bear to be able to switch between unity and custom navmesh at will, has yet to port other old and new animals as well as all humanoids
Merge from main
Today
Scene stuff for Hannah
Merge from viewmodel_early_disable_fix
Today
edited RHIB ik steering wheel hand positions in its prefab
Fixed knights armour model bug
Today
Updating Rust.RenderPipeline to include removal of old PostFXStack settings class
Today
Updated the Rust.RenderPipeline package to include the new volume component changes
Today
exported 3p raft paddle idle anims
Today
fix wheel spinning properly in rivers
Today
Merge: from defer_tick_analytics - Optim: start analytics tasks earlier to avoid blocking main thread Tests: Jobs3 on craggy in editor
Today
Update: bring back pooling for ApplyChangesParallel_AsyncState Theorising it'll be safer for hot-reload/manual domain reload flow Tests: craggy with jobs 3
fix NRE equipping tank top
Today
Updated the Rust.RenderPipeline package and fixed compatibility issues
Today
Update: skip creating analytics task if analytics is disabled Tests: none, trivial change
Today
Optim: Jobs 3 - kick off analytics tasks earlier in the frame to avoid potentially blocking main thread It will overlap with server occlusion, which sohuld give it extra time to finish. Tests: none, trivial change
Today
Second pass (sorta) to Kiosk F. Split out windowsills etc. in Kiosk E for lighting tests. Enabled vertex colour tint on plywood material. Put missing door back in Kiosk F. Separate material for Kiosk bricks.
Today
progress on the damaged wing, vpaint
Merge from main
Adjust viewmodel camera lerp time on beancan grenade Fix issue where viewmodel camera lerp would start when there is still items in the held item stack
Today
Update: replace couple managed accesses with BasePlayer.CachedState Tests: none, trivial change
Today
Fix junkpiles spawning on sleeping bags
Today
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Today
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Shelve tool for adding viewmodel camera lerp animation events automatically Fix issue with viewmodel camera lerp duration not taking into account the current animator state speed
Today
Fix water junk piles spawning too close to water monuments
Today
Added basic support for occlusion culling to indirect instancing
Today
Fixed hack test not correctly skipping single draw renderers
Today
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