reporust_rebootcancel

140,273 Commits over 4,383 Days - 1.33cph!

1 Hour Ago
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2 Hours Ago
Merge from main
3 Hours Ago
Merge from storage_adaptor_prevent_building_fix
3 Hours Ago
Storage adaptor prevent building check now uses the StorageAdaptorAllowCollisionGroup, fixes placement on large industrial furnace Should be simpler to manage going forwards
3 Hours Ago
Merge from ducked_splash_fix
3 Hours Ago
Possibly fixed player getting splashed by explosive damage when crouched under a half height floor and the explosion detonates above the floor Do an additional line of sight check when damaging ducked players if closest point on the player bounds is within 0.1m (additional LOS is 01.m below original check) Also removed an old log in TimedExplosive
4 Hours Ago
Merge from fix_manifest_errors
4 Hours Ago
Assign Root Bones to the Model component on: turret_attackheli sedanrail.entity 50cal.base.entity shovel.entity food_pie_generic.entity
4 Hours Ago
Converted wall.frame.shopfront_static and wall.frame.shopfront.door_static to StabilityEntity (was Door) Neither have animators so they wouldn't have worked as doors anyway and as far as I can see they aren't used by vanilla content anywhere
Today
Industrial Autoturret - Updated textures (again!!)
Today
industrial electric furnace - updated wip textures - updated icon preview
Today
Update(tests): add unit test that validates StableObjectArray is in sync with TransformAccessArray Tests: ran the test - they're not, gotta fix it tomorrow
Today
- Remove allocs from raknet profiling serialization, ip w/o port and port are now separately assigned when ipaddress is set, changing it to a one-time alloc on connection - Event field value types have been converted to a union, reducing memory per event field by around half - Add support for StringView event fields (currently unused)
Today
Merge: from main
Today
Bugfix(editor): cleanup connected players before we shutdown server when stopping playing in editor Tests: started and stopped play mode
Today
Bugfix: if shorevector caching is disabled, then make sure we generate it Prev version skipped if it found the cache files on disk even though it didn't load them Tests: booted into craggy
Today
Bugfix: properly dispose of BasePlayer.PlayerCache - also invoke DisposeInternalState on assembly reload Tests: started and stopped playing on Craggy
Today
merge from sceneloader_improvements
Today
Order fix so its more like before
Today
Clean: rename BasePlayer.StableIndex -> BasePlayer.ActivePlayerInd Eventually we'll have SleeperInd and etc, so doing this change early Tests: compile all modes pases
Today
Setup Large Apartment Kitchen Cabinets and Cupbaord Prefabs Setup Large Apartment Kitchen Cabinet Detail Layer Paint Material
Today
merge from main
Today
Clean: delete PlayerCache and it's unit tests Tests: compiles
Today
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Today
Scaled up the progress image on weapon attachment item icons
Today
Bugfix(editor): rengerate client-side shorevector cache if it's size changed Tests: connected to a server running craggy
Today
updated merge from lumberjack pickaxe fix branch
Today
merging from lumberjack pickaxe fix branch
Today
added missing deploy/attack anim events to melee,grenade and paddle anim clips
Today
finally made drag-by-angle genuinely consistent at varying angle for all boat shapes and sizes - increased hull triangle bounds slightly to properly fit it - handling non-square hull block bouds when getting bounds of hull for defining raycast planes - increased number of hits per-raycast to handle large bounds, would return incorrect hits in some cases due to unity things
Today
Updating wooden armour pants skinning
Today
Merge: from main
Today
Update: StableObjectArray rewrite - version 2 - Replaces PlayerCache on the server in all the relevant paths Still need to do clientside projectiles stable cache before ripping it out Tests: booted into Craggy, ran around. Need to test 2p, but being stopped by some shore vector out of bounds access, hoping sync fixes it
Today
At first add no limit on max build queue
Today
Bugfix: StableObjectArray.StableIndexLookup was returning unbounded array Tests: booted into craggy and ran around
Compile fix UIPrisonerHoodOverlay
Merge from main
Replace LocalOrSpectatePlayer property with GetLocalOrSpectatePlayer() that will always prefer to return the currently spectated player regardless of current camera viewmode Replaced property with getter method to make it clearer that we should prefer to cache the player rather than repeatedly fetching Checked and replaced all the previous usages. Many files touched, many minor bugs fixed due to the spectate player value having been wrong. Definitely* no new bugs introduced
Today
Jump suit skinning update
Today
merge from storeoverride_loading_fix
Today
Fixed store content loading when using overrides
Today
npc tutorial animations updated
Today
Fix potential culprit for double free of tileData
Today
Halterneck skinniing update
Today
Limit max number of tiles being built in the background
Today
Added Salvaged Sword invetory sounds and bone club drop sound tweaks
Today
Hide skirt skinning
Today
moved ScopedOcean from TestFixture->RustTestFixture