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138,447 Commits over 4,352 Days - 1.33cph!

4 Hours Ago
fixed hand clipping on slot machine
5 Hours Ago
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath - Optim: skip unnecessary global occlusion group lookups Tests: unit tests
5 Hours Ago
Optim: skip checking global occlusion groups for small and large network grid layers Players can only be on medium layer at the moment. Controlled by a UsePlayerOnlyOnMediumLayerShortcut compile switch Tests: ran unit tests
5 Hours Ago
some more model breakdown/rebuilding in prefabs
6 Hours Ago
Increased size of triangle ladder hatch col.
6 Hours Ago
Update: Jobs 3 - enable parallel sub updates switch Tests: none, related unit tests pass
6 Hours Ago
Update: pregenerate radius tile offset to avoid potential races Tests: ran unit tests
6 Hours Ago
merge from easter2026_dlc/bunny_bc
6 Hours Ago
re-organizing prefabs and models added some rope ladders on damaged side to climb back up the roof many other tweaks
6 Hours Ago
Added back error overlay toggle in the tools tab, it flips the convar
6 Hours Ago
Fixed NRE when clicking on vehicle buttons in the main menu
6 Hours Ago
Bugfix(tests): TestNew_LaggyTeleport - fix sleepers incorrect position after recent refactor Tests: ran unit tests, they pass
6 Hours Ago
Bugfix(tests): fix incorrectly converted TestNew_MoveOther spawn pos Tests: ran unit tests, now only 1 failure
Mergee from chainsaw_hotspot_gathering
Today
Bugfix(tests): increase DummyServer's network grid from 512 to 1024 Some tests ended up spawning outside of the network grid, leading to test failures. Tests: ran unit tests, from 30 failures down to 9 (2 tests)
Fix NRE when attacking resources with explosives
Today
Update(tests): bring back spawning on boundaries of network ranges Current logic considers those cells to be in range, so rely on that fact. Doesn't fix tests, but validates edge cases Tests: ran unit tests, same tests failt
Today
Remove all duplicated methods used for convenience that were forwarding to the main navmesh, agent now explicitely selects the navmesh they want to query
Silly horse mask repose/partial prefab setup
Merge from main
Today
Clean(tests): consolidate network-range-distance calculating logic Got tired of fixing it up manually in every test Tests: ran unit tests, some still fail (likely due to out of network grid bounds cases)
Today
Reorder samplePosition arguments to be consistent with unity
Today
Further unify APIs, the navmesh class itself is not the only one that cares about native API calls
Today
FIx compile error, further api unification
Today
apartment wood stove update
Today
Make everything go through the same code path instead of each calling the base API, to make it easier to apply changes in one place
Today
Make recast API same as unity compatible API, remove implicit space transforms from recast api (will be in agent)
Today
fixed 3p salvaged axe offset
Today
Add "canMove" field to independant navmesh (tropical islands don't move so don't need the overhead)
Today
Make sure we always go through the agent for navmesh queries, never use the static queries, this allows us to perform the coordinate space change necessary for moving navmeshes
Today
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Assigned correct climb anims and polish pass
Today
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Merge from esp_voip_indicator
Today
Updating bunny suit with new skeleton
Merge from main
Today
merge from new_console-ui
Today
Fixed rich text in search bars again
Updated RustIcon inspector to be able to easily swap out the icon renderer material like we can do for text Added outline to icons on ESPPlayerInfo
Today
sofa updates
Today
fix BC serialization issue
Today
Fixed tabs allowed in demo not showing in demo
Today
SetMountedAnimationSpeed will now be called all the time while mounted, regardless of what ForceUpdatePlayerModel returns
Today
Reordered the tabs to match the old f1 menu
Today
apartment spotlight col
Today
merged /main/rust_relay_server -> /main
Today
CodeGenned
Today
apartment spotlight