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129,706 Commits over 4,140 Days - 1.31cph!

36 Days Ago
Updated limited tab styling
36 Days Ago
removed BatchedWaterRays option and disabled codepath
36 Days Ago
Added LOD3 textures for floating walkways
36 Days Ago
New: editor-only SpawnMarker for DemoBuildingsViewer - automatically links up to nearest building, but can override Allows to anotate the scene with spawn markers and link up to the nearest building. Needed for more complex benchmark setups Tests: loaded staging demo and checked how gizmos draw
36 Days Ago
merge from main
36 Days Ago
Update: extra scopes for Projectile perf tests Tests: ran the perf tests
36 Days Ago
corrected profile region name
36 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
36 Days Ago
Fix battering_ram_rear_door_LOD3 collision mesh not having read/write enabled
36 Days Ago
Enable burying on seasonal weapons
36 Days Ago
Enable burying for attachments (splitting this so its easier to subtract if needed)
36 Days Ago
Defer hiding the loading screen until after returning to the menu scene Fixes getting into a weird state when cancelling while waiting for asset scenes to load (they need to finish loading first)
36 Days Ago
Enable burying on a set of weapons
36 Days Ago
Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
36 Days Ago
Don't try to return prefabs to the pool if the map is being unloaded
36 Days Ago
Removed autogenerated collision from floating walkway kits. Added in custom COL mesh setups.
36 Days Ago
Store, home styling improvements
36 Days Ago
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
36 Days Ago
Fixed rust logo button not going back to home
36 Days Ago
merge from new_menu
36 Days Ago
replaced TraceWaterSpheres/TraceWaterRays with batched deferred version, scheduled with dependency on batched physics queries, so call to Complete will include both the queries and the water traces - GamePhysics.TraceBatched now runs 4 serial Commands->WaterTrace in parallel to eachother rather than completing all physics queries before doing water traces
36 Days Ago
arctic page content
36 Days Ago
Fixed crate names vanishing after switching language
36 Days Ago
Tracked down missmatching profiler begin/end samples to ItemPreviewIcon, after a short 3 hour hunt.
36 Days Ago
Removed old store convars
36 Days Ago
Fixed some layout issues with material names in steam inv screen
36 Days Ago
Fixed settings menu search returning disabled options
36 Days Ago
Added last remaining COL meshes for floating walkway
36 Days Ago
Make it so buried items don't expire while the server is down, rename expiry time to match the new behaviour. Fix buried items not saving.
36 Days Ago
merge from new_menu
36 Days Ago
Fixed skin viewer never loading skins when not connected to a server
36 Days Ago
Store mask NRE fix
36 Days Ago
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
36 Days Ago
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
36 Days Ago
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36 Days Ago
adjusted projectile ray generation jobs to not break initial HitTest setup into multiple jobs, ReadOnly jobs on the same TransformAccessArray seems to behave as if they cannot run in parallel to eachother (via combined dependencies) despite only require read access so Unity must be controlling this
36 Days Ago
added ScheduleParallel extension functions to handle sensible batch sizes automatically, this assumes that a reasonable batch size (64) is required before scheduling overhead beats any gains made with parallelism - if this isn't the case, such as for longrunning complex jobs working on a small number of items then you should control the batch size yourself
36 Days Ago
inventory scroll bar fix for the 84th time
36 Days Ago
Clean up the homepage, and header navigation
36 Days Ago
Update frontier pack
36 Days Ago
update abyss pack items
36 Days Ago
merge from nametag_clipping_fix
36 Days Ago
Merge from fishing_village_a_door_fix
36 Days Ago
Marked the red door leading into the vehicle purchase building at fishing village a always openable, previously was blocked on servers first boot and would be openable after server restart
Rin
36 Days Ago
Added Rocks, cliffs, iceberg Enabled some craggy items
36 Days Ago
Merge from NormalizedTapeUsed_nre
36 Days Ago
Fixed possible NRE when recording a cassette (NormalizedTapeUsed)
36 Days Ago
Merge from project_generation
36 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
36 Days Ago
Fix prefabs in asset scenes having the full path as their name (some code depends on it just being the filename)