reporust_rebootcancel

128,712 Commits over 4,201 Days - 1.28cph!

Yesterday
merge from fix_colourpicker_gradient -> main
Yesterday
Fixed broken drone phrase
Yesterday
Fix colourpicker not adjusting to linear colour space
Yesterday
Rverted a bunch of the stomped drone changes
Yesterday
boat engines don't apply force when boat isn't in water
Yesterday
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Yesterday
Reducing per pixel complexity on FC materials - pass one of a few
Yesterday
Fix merge conflicts
Yesterday
Merge from horse_medsyringe_healing
Yesterday
Fix horse buff icons not disappearing on the client when the modifier gets removed Rebalance speed boost following feedback
Yesterday
merge from hackweek_automatedtesting
Yesterday
Added commands to print the test list in a readable format Code cleanup
Yesterday
main -> vendor_ui_drone_accessibility
Yesterday
Fix prediction NRE for NPCVendingMachines
Yesterday
Roadsign jacket LODs + fixed normals
Yesterday
merge from bot_exec
Yesterday
removed scrap costs from softcore workbenchs
Yesterday
restore WB tax reductions codegen
Yesterday
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Yesterday
Changed WaitUntilAllSpawned to use WaitUntilWithTimeout Test list
Yesterday
Fixed Shreddable_PickupTruck only being destroyed on the server by DestroyOutsideMonument when spawned using commands
Yesterday
Added a test spawning and killing all entities, looking for NREs
Yesterday
Normal fix on coffecan helmet repose
Yesterday
merge from main
Yesterday
No need to cache saild wind blocked status if not lowered
Yesterday
Cherrypick RendererBatch changes from 134527, prevents monument prefabs reimport when switching in between CLIENT and SERVER
Yesterday
save++ network++
Yesterday
Compile fix
Yesterday
merge from garage_door_2k
Yesterday
merge from computerstation_cap_fix
Yesterday
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Yesterday
merge from marker_teleport_from_server
Yesterday
merge from boat_better_shallow_water_behaviour
Yesterday
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Yesterday
Allow mummy mask in conveyor filters
Yesterday
- Fix issue where loaded mission data could retrieve an invalid active mission index - Improvements for how map and compass mission markers handle deep sea locations - Various bits of cleanup to places retrieving the active mission instance from a player
Yesterday
Trimming the fat on the floating walkways set dressing in FC3 FC3 S2P
Yesterday
fixed condenser tanks draw distances being too big fixed ocean_buoy_static not culling reduced culling distance on a static rug prefab, enabled batching added meshCull on a single fish prop that wasn't culling reduced draw distance on a cardboard crate drawing way too far, enabled batching wall.frame.cell_static now culls, was relying on building blocks setup which doesnt some individual LOD distance overrides on barge props fixed ridiculous draw distance on worklight triple prefab, objects were not culling fixed ridiculous draw distance on pipewrench
Yesterday
merge from naval_update
Yesterday
shallow water rebalance - better depth values for speed reduction and unbeaching behaviour - increased unbeaching accel, applies fraction of it upwards to separate better - increased turning torque by 50% and raised floor of its velocity scaling
Yesterday
Disabled GPU instancing on CollectableCandy particle system as it breaks the positions of the particles when a Rust/Standard shader material is used with it
Yesterday
Boat-shape scoring initial testing
Yesterday
merge from Sail_Minigun_desc
Yesterday
Boots LODs
Yesterday
Replaced boat crane meshes with proper prefab assets. S2P on FC3
Yesterday
Fixed radiation zones not disabling after players leave area
Yesterday
Merge from puzzle_reset_changes
Yesterday
merge from floating_cities
Yesterday
Subtract 135644
Yesterday
Elevators now have a Power In slot on every floor, if any elevator in a stack has power the whole stack will be considered powered Still WIP, have one edge case issue to fix