reporust_rebootcancel

129,521 Commits over 4,140 Days - 1.30cph!

12 Months Ago
cinematic 4k textures for HCR
12 Months Ago
New vendor refreshes item selection (every 60s right now for testing) Happens regardless of whether the vendor is alive or not
12 Months Ago
Fixed characterWorldCollider being enabled on the DPV on initial spawn. Removed unnecessary double-up inertiaTensor code.
12 Months Ago
Fixed DPV jitter after mount -> dismount cycle. Manually set inertia tensor - turning the character collider on and off was drastically changing it, causing the bad behaviour
12 Months Ago
Don't show map marker for water well NPC
12 Months Ago
Reduced base DPV buoyancy
12 Months Ago
First pass on a shopkeeper NPC in the water well (only on D variant right now) Can be killed by players, will not drop any loot Will respawn after 30-60 minutes Shop is inaccessible while the shopkeeper is dead (so please be nice) Some minor shopkeeper cleanup, converted a generic flag into a named const flag for better tracking and invisible vending machines no longer need to do a Vis.Entities every time they sell something or look at the player
12 Months Ago
Merge main -> DPV
12 Months Ago
Fixed card table NRE on player dismount when table is destroyed
12 Months Ago
Fixed card table NRE on player dismount when table is destroyed
12 Months Ago
Bubble in-motion fixes. Work prefab cleanup.
12 Months Ago
Adjusted screen albedo texture for better contrast in different lighting conditions.
12 Months Ago
Underwater reverse FX
12 Months Ago
Added 1 - 2 food cache spawners to water wells b,c,d,e
12 Months Ago
Set up prefabs and first pass on loot table (mixture of high quality food and teas)
12 Months Ago
Scene backups
12 Months Ago
Merge from main
12 Months Ago
Unsaved, thanks plastic
12 Months Ago
Clean up food cache prefabs (correct mesh LOD settings, removed unneeded colliders, added RendererBatch to pickle jars) Move Food Cache folder to Prefabs/Misc/Food Crate (as this is not a deployable)
12 Months Ago
Merge from Food_Cache
12 Months Ago
Removed gibbable script on DPV world model
12 Months Ago
added dpv gibs, added to prefabs, working on deployed but not w_ at the moment
12 Months Ago
Reduced DPV fuel capacity to 100, removed exponential fuel display scaling
12 Months Ago
Font folders cleanup
12 Months Ago
Added NotoSansArabic-Regular font as a fallback for RobotoCondensed-Regular so Arabic doesnt always appear bold Set Descent Line to 0 to fix vertically misaligned texts
12 Months Ago
Converted assign to friend and HBHF config prefabs texts, localized unlocalized strings + research table loot panel code changes missing from 103392
12 Months Ago
Various RTL language support fixes - Better handling of strings mixing both RTL and english characters - Consider [] as tags (for input binds) - Added TextUtils.ContainsRTLInput
12 Months Ago
Added a tool to find and list localized legacy and TMP texts in prefabs
12 Months Ago
Converted research table loot panel texts to RustText Fixed truncated strings
12 Months Ago
gco module
12 Months Ago
Changed the library we use to support Arabic for a much better one, RTLTMPro Fixes the messed up color tags and other rich text formatting Will also help support other right to left languages like Hebrew
12 Months Ago
merge from menubg_cleanup
12 Months Ago
merge from autocomplete_fix
12 Months Ago
merge from preventbuilding_moddingprefabs
12 Months Ago
Added two new prefabs for modders: "Assets/bundled/Prefabs/modding/volumes_and_triggers/prevent_building_monument_cube.prefab" "Assets/bundled/Prefabs/modding/volumes_and_triggers/prevent_building_monument_sphere.prefab" To be used in custom monuments, allowing barricades (and tin can alarms) to bypass the no-build restrictions like in vanilla monuments - if you don't want barricades to be placeable in your custom monument, stick to the normal prevent building prefabs - if you want players to be able to deploy barricades in your monument, but still restrict some areas, use the normal prevent building prefabs inside a new prevent_building_monument prefab
12 Months Ago
DPV sounds
12 Months Ago
This file was supposed to be on this branch.
12 Months Ago
Underwater shimmer mat tweaks.
12 Months Ago
Iteration
12 Months Ago
Underwater FX. Saved buncha VRAM on our bubble mat.
12 Months Ago
Merge from world_update_2
12 Months Ago
More shitty workarounds for underwater effects inside lakes
12 Months Ago
Fixed oasis_a, b and c having ocean topology painted at the center of their lake (I disabled the transfer of ocean topology on the Monument script instead of removing it, this is probably from some automated import and may reappear)
12 Months Ago
Fixed misplaced profiler sample in Construction UpdatePlacement
12 Months Ago
Fix pooledlist test not being setup and torn down properly
12 Months Ago
didn't save the wallpaper protection values
12 Months Ago
Update: Replacing Pool.FreeUnsafe with Pool.Free where possible Since more IPooled usage has been added, these were left untouched by accident. Tests: none, trivial changes
12 Months Ago
Merge: from main Tests: checked all modes build
12 Months Ago
merge from FrontierHazmat/BurstCloth
12 Months Ago
3D Line-Line distance and closest point(s) utils