branchrust_reboot/maincancel

35,032 Commits over 4,474 Days - 0.33cph!

3 Hours Ago
Merge from rustnav_draw_fix
6 Hours Ago
Merge from debug_npcanimcontroller_alloc
6 Hours Ago
Merge from rustnav_draw_fix
Today
Merge from vine_tree_nav_fix
Today
merge from game_room_dlc
Today
merge from shieldonback
Today
Merge: from fix_unitask_taskpool - Bugfix for not-thread-safe taskpool Tests: unit tests + booted into craggy with Jobs 4
Today
Add clan ID to Rust+ clan announcement push notification data
Today
merge from game_room_dlc
Today
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
Today
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
Yesterday
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
Yesterday
Merge from JulQuickfire_balane1
Yesterday
Merge from videoplayer_volume
Yesterday
Merge from lunar_masks_wolf_headress
Yesterday
merge from fix_instantiate_persistant_setactive -> main
Yesterday
merge from game_room_dlc
Yesterday
merge from grenade_drop_fix
Yesterday
merge from hackweek_nameplate_dist_sizes
Yesterday
Update Rust+ section in menu to link to the app when telling you to install it, and tell you if push notifications aren't enabled for the app yet
Yesterday
merge from game_room_dlc
Yesterday
merge from automated_testing
Yesterday
merge from BoatVendor_BPchange
Yesterday
merge from NestHat_T1
Yesterday
merge from demo_ui_2
Yesterday
AKs now come with 4 rifle bullets in the magazine by default again (this was removed more than 4 years ago due to a bug)
Yesterday
Bugfix(editor): WhatUsesThis - don't require a whitespace after m_EditorClassIdentifier - wrap the serach into a try-catch-throw block so we can quickly check if there's anything wrong with the prefab Whitespace got lost in the prefab asset, causing the tool to trip up Tests: ran it, got results
Yesterday
merge from demo ui 2
Yesterday
Fix old AIs not fleeing when player is unreachable
Yesterday
Fix scientists not moving or spawning in multiple locations when new navmesh is enabled, also fix old AIs moving slower
Yesterday
Merge from WolfHeaddress_Workbench
Yesterday
Merge: from mt_snapshot_saving - Bugfix for duplicate field serialization - Bugfix for unsafe Time access on worker thread Tests: Booted into craggy
2 Days Ago
merge from hackweek_sv_pie_menu
3 Days Ago
merge from editor_fix_cpu_affinity -> main
3 Days Ago
merge from fix_serverport_editor -> main
4 Days Ago
merge from cui_updates
4 Days Ago
merge from demo_ui_2
4 Days Ago
merge from fix_itemmanager_domain_reload -> main
4 Days Ago
merge from demo_ui_2
4 Days Ago
Fix NRE in FinishLoadingRoutine
4 Days Ago
Remove debug logging "Debug.Log("Hit client yield");"
4 Days Ago
Fix attempt for the flaky rocket splash tests, added damage tolerance for blocks taking very low damage due to physics not being deterministic
4 Days Ago
merge from fix_elevator_button_restart -> main
4 Days Ago
merge from game_room_dlc
4 Days Ago
merge from fix_bag_nickname -> main
5 Days Ago
merge from game_room_dlc
5 Days Ago
merge from sv_console_history
5 Days Ago
merge from sv_console_history
5 Days Ago
Merge from analytics_apartment_events
5 Days Ago
Merge: from mt_snapshot_saving - Bugfix for ExactArrayPool not being thread-safe Tests: TestMTSave