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121,418 Commits over 4,018 Days - 1.26cph!

15 Days Ago
updated viewmodel vine swing animation
15 Days Ago
Experiment with path post process for overwatch and flank
15 Days Ago
fixed an offset on jungle skin triangle block
15 Days Ago
Removed cracks decal from Zigg scene. Also added bit more fidelity to more jungle ruins COL meshes.
15 Days Ago
Temporary collision for jungle cell door. Remade cell door prefab to allow for components being added.
15 Days Ago
fixed an offset on jungle skin floor block
15 Days Ago
Merge: from reduce_appmarkersellorder_allocs - Reduces pool spillage and misses of ProtoBuf.AppMarker.SellOrder Tests: started server on procgen map
15 Days Ago
Optim: Increase ProtoBuf.AppMarker.SellOrder pool capacity to 2k - Should reduce creation and spillage of SellOrders Tests: booted server on procgen.
15 Days Ago
Merge from blowpipe
15 Days Ago
Backpack holster setup
15 Days Ago
Setup holster info
15 Days Ago
Removing obsolete jungle ruins cell top meshes
15 Days Ago
Second pass on jungle ruin walls collision to adhere COL meshes closer to stepped and jagged wall pieces
15 Days Ago
revert underwater effects merge to figure out server issue
15 Days Ago
Merge: from profiling_improvements Tests: snapshot on craggy in editor
15 Days Ago
Merge: from main Tests: none, no conflicts
15 Days Ago
Update: Further removal of about 10% methods from perf snapshot - Built using e70c083b Tests: took a snapshot on craggy
15 Days Ago
lowered the ground under the zigg pond water to allow swimming effect to work
15 Days Ago
Fixed a null ref when comparing identical environment volumes
15 Days Ago
cherrypicking broadphase_abp
15 Days Ago
SpawnPopulationBase.DeleteEntities logs warning if it encounters a destroyed gameobject or an invalid entity instead of throwing an exception
15 Days Ago
Merge: from listcompare_optim - ListHashSet can now be pooled and supports Compare - Optim Networkable.UpdateSubscriptions via ListHashSet Tests: unit tests
15 Days Ago
Merge: from main Tests: none, no conflicts
15 Days Ago
Clean: simplify code via ?. notation Tests: unit tests
15 Days Ago
Optim: Constain List<T>.Compare to only works on List<T> This removes remaining 4 boxing allocations Tests: unit tests
15 Days Ago
Optim: Use ListHashSet<T>.Compare in UpdateSubscriptions and UpdateHighPrioritySubscriptions Tests: none, trivial change
15 Days Ago
Update: Network.Visibility.Provider works on ListHashSet Tests: none, simple changes
15 Days Ago
Update: Facepunch.Pool now supports ListHashSet - gave ListHashSet a default ctor Tests: unit tests
15 Days Ago
reverted environment volumes to spatially aware ones after regression, this also re-introduces the terrain collision triggers - S2P
15 Days Ago
Update: ListHashSet has it's own specialized static Compare method - Replciated tests from ListExtensionTests for ListHashSet Tests: ran unit tests
15 Days Ago
lower ziggurat terrain position in Z, then resculpted to meet the ground line
15 Days Ago
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15 Days Ago
Merge from uv2_paint_fix
15 Days Ago
Fixed warning spam when painting on a mesh without a uv2 channel
15 Days Ago
Compile fix for 119282
16 Days Ago
Use entity display name from PrefabInformation component for Rust+ death notification if available
16 Days Ago
Merge from GetCurrentUndergroundLayer_nre_fix
16 Days Ago
Speculative MapView.GetCurrentUndergroundLayer NRE fix
16 Days Ago
Snake loco fx WIP & related files.
16 Days Ago
Merge from jungle_update
16 Days Ago
Remove Facepunch.Editor reference
16 Days Ago
Merge from jungle_update
16 Days Ago
Fixed outbreak sprayer item id
16 Days Ago
Remove dismount handling on VineMountable
16 Days Ago
Slight collider tweak to fix some deadspots for resource gathering on vine tree
16 Days Ago
More work on handling player movement properly when a vine tree is destroyed
16 Days Ago
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16 Days Ago
Another distance interaction fix
16 Days Ago
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
16 Days Ago
Include vehicle detailed layer in vine dismount check