reporust_rebootcancel

128,127 Commits over 4,201 Days - 1.27cph!

19 Days Ago
Merge from parent
19 Days Ago
merge from optimize_findbyid -> main
19 Days Ago
19 Days Ago
Final'ish spawn tables.
19 Days Ago
merge from naval_update -> deep_sea
19 Days Ago
Replaced mesh cull with rendererLOD on casino barge decks
19 Days Ago
Casino baked LODs
19 Days Ago
floating city 4 latest
19 Days Ago
Merge from boat_building
19 Days Ago
merge from fix_boat_drift -> naval_update
19 Days Ago
Add parenting to NPCSpawner and set it up for ghostships
19 Days Ago
Shrink ValidBounds back to 8km * 8km (old size) and rely on ValidBounds checking the DeepSeaBounds separately (we already added it but were both increasing the size & checking if the entity was inside the deep sea)
19 Days Ago
Fixed deep sea marker not extending to the end of the screen
19 Days Ago
RPG7 - viewmodel and texture update
19 Days Ago
Rust 12th Birthday Cake - Updated model asset, added textures and created subsurface profiles. Icon display updated.
19 Days Ago
Fix players nearby being teleported into the water below when a boat is purchased at fishing village For players to be "nudged" they now need to additionally intersect with a trigger instead of just being inside the nudge radius S2P fishing villages
19 Days Ago
merge from ui_overhead_optims
19 Days Ago
Fix compile error
19 Days Ago
Fix scientists walking through the container on ghostship_d
19 Days Ago
Single 50cal anim update
19 Days Ago
Add large vehicle colliders to the outside of boat building area to prevent other boats entering when in edit mode. Extra safety check for parent when destroying blocks/deployables in BBS menu option.
19 Days Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
19 Days Ago
Fixed another issue with boat items not being placeable in certain situations. Added option to Area/Sphere checks to ignore the forced large vehicle vicinity check.
19 Days Ago
Merge: from main
19 Days Ago
Casino remaining LODs CH47 static variant prefab Casino prefab fixes
19 Days Ago
LoadingScreen toggles its soft mask
19 Days Ago
DeathScreen toggles its canvas too
19 Days Ago
exported latest rpg skin anims and rig
19 Days Ago
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden Saves an extra ~0.05ms per frame
19 Days Ago
Buildfix: add missing namespace using Tests: none, trivial change
19 Days Ago
Merge: from analytics_track_menu_times - Client analytics now aggregates frametimes, lag spikes and gc events into InGame, MainMenu, Inventory, Crafting, Contacts and Map groups - Skip sending lag spikes and gc counts if there were none during performance logging tick Tests: observerd client_perf analytics ticks in editor with debug code
19 Days Ago
Clean: remove unused namespace using Tests: none, trivial change
19 Days Ago
Add bulk texture importing, to quickly load a skin within the workshop scene
19 Days Ago
Clean: remove debug logging Tests: compiles in editor
19 Days Ago
Optim: don't emmit lag spikes and gc counts if there weren't any during analytics ticks Tests: observed couple client_perf ticks in editor
19 Days Ago
Set some texts as non static in the server browser Restore the text caching in UI_Page, but only for non static texts
19 Days Ago
Fixed soft masks still wasting time masking when their root canvas is toggled
19 Days Ago
Merge from anchor_sockets
19 Days Ago
Using sight and flip pitch support for the rear turret Lets the rear sight skip by the ballistics check
19 Days Ago
Final tweaks and usability
19 Days Ago
Bugfix: no more use-after-free for Frametimes - also reimplemented the fix from previous CL, as it was part of the problem Tests: in editor spawned on craggy and opened main menu for multiple client analytics ticks - no more exceptions
19 Days Ago
Disable overlay canvas when the menu is not visible
19 Days Ago
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
19 Days Ago
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
19 Days Ago
Update: Client Analytics - categorize client frametimes, gc_count and lagspikes - Bugfixing leaking a couple List<TimeSpan> containers We now filter those out to InGame, MainMenu, Inventory, Crafting, Contacts and Map frame types and aggregate per type. Everything apart from InGame aggregates slightly reduced info set. New analytics is backwards compatible. Tests: left it running with debug logging. relevant info seems to come through. There's a bug with use-after-free of List<TimeSpan> - will fix next
19 Days Ago
First implementation of hybrid monster meshes
19 Days Ago
Ballistics::GetBulletHitPoint now supports an ignore entity, so that I dont need to make sure it has a clear LOS Minor rear PT Boat turret changes
19 Days Ago
tropical2 s2p