reporust_rebootcancel

157,190 Commits over 4,566 Days - 1.43cph!

Today
Deleted unsuded ghost ship population asset
Today
Cover the case where a modded server spawns deep sea entities outside of the deep sea Client activates the asset scene without waiting for a loading screen and keeps it for the entire session
Today
fix pooled train audio, disable pooling log for checking active states - I added it for vehicle pooling and forgot to nuke it
Today
Fix dungeon network groups misaligned with the spawned dungeons on some map sizes
Today
Fixed various exceptions that happen during builds Add some null guards, skip compute kernel lookups when compute shaders are unsupported, move DeferredMeshDecal in apartment_large that was missing its renderer
Security room greybox
Today
Gate navmesh save log and AI despawn log behind ai.logIssues
Today
Fix "[NPCAnimController.DoPrepare] Skipping blacklisted clip tiger_prowl" error on manifest regen
Today
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Rin
Today
Cherrypicking 168011, 168012
Today
Merge from Livestock_animals, fix extremely long AI tests
Today
Merge from main
Today
Have AI tests run at 4x speed, with same delta times, confirmed results are the same thanks to the deterministic mode, AI tests now down to 15min I also added a local guard that stops me from blowing past the 30min budget in the future
pt_boat_rewrite -> client_controls
main -> pt_boat_turret_rewrite
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Today
Fix frankenstein pet not moving, it had no nav agent component
Today
Fix no navmesh in halloween dungeons, they were filtered by the out of bounds check
Today
Fix all milky and creamy teas + rich pies icons artifacting Fix new locked crate icon artifacting when zoomed out on the map
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Today
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Today
Added a menu item in Build/ to keep the build cache so we can do incremental builds
Today
Revert some files I didnt mean to commit
Today
Deep sea content is now loaded on demand when entering it - it has its own asset scene loaded/unloaded when crossing the portal - entities wait for their asset scene before spawning Saves around 260MB of RAM and 270MB of VRAM when out of the deep sea
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Today
merge fix_chainsawanim
Today
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Today
merge from misc_logging_cleanup 🧹
Today
Fix yaml issues in calf, calfmale and lamb prefabs
Today
rust 13th birthday cake - world model prefab updated - game model updated
Today
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Today
merge from ledgedrop_crouch_fix
Today
first pass on painting/tattoo stencils - stencils can be stamped onto the body as tattoos - stencils are in full RGB colour, tintable, and can be greyscaled
Today
merge from disable_tip_npcs
Today
rust 13th birthday cake - game model added - material added - prefabs setup - viewmodel setup
Today
Manifest
Today
adding extra chain joints
Today
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Merge from main
Today
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Today
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Fix deploy state not being correct for spectators Anim controller fixes ADS fixes Adjust mag capacity and fire rate
Today
More missing UnityEvent attributes, fixing ballista broken down anim, quarry bucket drop effects and metal detector swing sounds
Today
Fix colliders in a nested BaseEntity being attributed to the wrong Model component Fix / improve existing "Resolve duplicate Bone Names" tool to target the exact issue Used it on the 39 flagged prefabs, renamed 194 bones in total S2P oil rigs, junkyard, outpost All tests pass
Add a default shot to charactershotsettings Add fov settings to charactershotsettings Value tweaks
Today
Tidied up the Items category in the crafting menu by moving 62 craftables from 'Items' to 'Fun' (painting canvases, trophies etc)
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Today
Fixed ballista and catapult sounds not playing in builds, missing unity event attribute