reporust_rebootcancel

136,928 Commits over 4,324 Days - 1.32cph!

Today
merge from deepsea_fixes
Today
Compile fix
Today
merge from deepsea_fixes
Today
Make sure you aren't teleported back OOB when coming back from the deep sea Fixes boat exploding when exiting the deep sea near the edge of the map
Today
Force the player model to play the deploy animation when switching between entities that use planners
Today
Restore the models I deleted from main that are still used in that branch
Today
Added BBQ
Today
Updated held positions for all guitars + bass
Today
merge from main
Today
Removed animator from sks
Today
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
Today
Terrain mesh collision cells wip
Today
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
Today
Merge from tunnet_netgroup_fix
Today
Compile fix
Today
merge from main
Today
Added two console commands ClearContainer and ClearContainer_radius
Today
Merge from main
Today
Automatically generate help text for convars with args that don't have help text in the attribute
Today
Fixed disable world prefabs pref not disabling for all paths
Yesterday
merge from deepsea_fixes
Yesterday
Added some logs to help solve the mystery of the missing deep sea portal
Yesterday
merge from main
Yesterday
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Yesterday
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Yesterday
Add RendererBatch to box conditional contents
Yesterday
Collision, gibs, prefab setup
Yesterday
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
Yesterday
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
Yesterday
Merge: from main
Yesterday
merge from main
Yesterday
Fix ghostship d still spawning 100% of the crates when the deep sea opens
Yesterday
Apartment complex b progress
Yesterday
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Yesterday
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
Yesterday
Moved drop controller and hero modals warmup to the home tab warmup
Yesterday
merge from indirect_instancing
Yesterday
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
Yesterday
Update(tests): add BuildSnapshotDependencyChains unit tests - DummyServer now automatically cleans up spawned entities in CleanTestState Tests: ran unit tests
Yesterday
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
Yesterday
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
Yesterday
exported minicopter 3p idle anims and edited left hand ik target in entity
Yesterday
merge from boxes_dlc
Yesterday
merge from main
Yesterday
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
Yesterday
Clean: refactor some of unit tests - take out DummyServer and move bot, player creation logic into it - move out Measuring utils to it's own file Tests: ran occlusiongroup tests, all pass
Yesterday
missed consolesystem commit for painting line tool
Yesterday
Added packet count flushing
Yesterday
merge cannon_fuse_burn to main
Yesterday
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.