reporust_rebootcancel

141,850 Commits over 4,413 Days - 1.34cph!

2 Hours Ago
Fixed parachute offset when equipping an item
Left align country text in the server browser
vending_fixes_2 -> main
Phrase fix
Add an 'are you sure' popup when clearing all vending orders
Fix parachute bag appearing on leg when deployed
Fix frosty breath emitting from side of head
Can now press the larger area around the cost and sell icons
Fix emojis not working properly on loot panel purchasing - Additional filtering on the name before being displayed (just in case)
Hooked up new(?) forearm twist bones in player_model
Increased jaw movement when speaking
Remove rich text support
Seed head updates
Today
Skin bundle update (rebuilt on Unity 6)
- Add broken item support to vending sell orders - Add support to fake inventory as well
Today
Move DDraw DebugSkin out of Resources/ and attach it directly to MainCamera.prefab
Today
Fix typo that would cause scientists to not rotate properly towards their target
Today
Handles cases in NPCNetowkring where SendNetworkUpdate could be sent multiple times a frame, make sure SendNetworkUpdate is only called once
Make 'sold out' look less ass
Entering a higher number than in stock automatically lowers the number to max available stock like it used to
Missed file
- Only play animations when adding to the existing orders list - Add 'modify' and 'discard' buttons when modifying an existing sell order. Makes it very clear what you're doing
Today
Add more profile markers to NPCAnimController.Update to narrow down allocations when we repro
Yesterday
Budget NPCNetworking with fsm, senses etc
Yesterday
Only send entity update when new state is different from old state in NPCNetworking
Yesterday
Cache agent from TryGetAgent
Yesterday
Mega hack to bypass the PlayerUpdateCanvases call when unity renders the realtime cubemap, saving some time wasted on UI for nothing
Yesterday
Cache isScientistNPC and sense component in rustNavMeshAgent enable
Yesterday
Add C# bindings for recast corridor
Yesterday
Merge from terrain_lowering_nms_large_cave
Yesterday
Enable terrain lowering on nuclear missile silo and large cave sewers
Yesterday
merge from main/workbench_upgrades
Yesterday
workbench upgrade soujnds
Yesterday
merge from main
Yesterday
Fix blueberry plant because my local git repo decided the file wasn't changed when it was so it was working for me and broken for everyone else
Yesterday
merge from automated_testing
Yesterday
Fixed automated test prefabs being shipped to the client bundles
Yesterday
Phrase contexts
Yesterday
Phrases update
Yesterday
Bugfix: rewrite fuzzy circular buffer to prevent gradual poisoning of the pool (hurt my brain) Lost a bunch of perf(loses a bit to CircularBuffer in some tests, wins in others), but the spills are now minimal. AllocDeallocST - Avg: 0.79ms, Created: 0 Spilled: 0 AllocDeallocMTShortLived - Avg: 4.03ms, Created: 22(0.07%) Spilled: 25(0.08%) AllocDeallocMTLongLived - Avg: 3.84ms, Created: 0 Spilled: 0 AllocDeallocMPSC - Avg: 3.96ms, Created: 0 Spilled: 0 Tests: ran all unit and perf tests.
Yesterday
merge from deepsea_loot_balance
Yesterday
Rewrote the AI generated deep sea convar descriptions because holy yapping
Yesterday
Merge from weapon_refresh_salvaged_cleaver
Yesterday
merge from deepsea_loot_balance
Yesterday
Tweaked deepsea rhibs loot, less guns, removed the common scientist loot (pickaxe, green card, flares)
Yesterday
Fixed deep sea sulfur ore fields respawning metal
Yesterday
merge from main
Yesterday
First pass of a raiding test recorder
Yesterday
Added Salvaged Cleaver sounds
Yesterday
▉ ▇▆▉▌▆▆▊ ▍▋▅▅▋▅▌██▅ ▆▉▅▆▍▊▍▊▋▍ ▍▇▉▇▆▋▋▇▍▍▅▍▇ ▉▉█▍