reporust_rebootcancel

159,439 Commits over 4,597 Days - 1.45cph!

10 Days Ago
Stencils now overflow correctly in menu
10 Days Ago
add some placeholder stencils for testing
10 Days Ago
Merge: from remove_baseplayer_breadcrumbs - Clean: remove error logs related to mystery client NRE Tests: build simulator
10 Days Ago
scrap king - updated gibs and prefabs
10 Days Ago
Clean: remove all baseplayer NRE breadcrumbs and supporting code Tests: none, trivial change
10 Days Ago
Fixed shore ice spawning over railway tracks - added a Rail TerrainFilter to `shore_ice_[abc]` to reject ice placement over rail topology. Existing checks at single points easily failed. Tested in editor, resolved.
10 Days Ago
Uzi - charm support and world model Picatinny rail - world model rig re-exported with Picatinny rail, shown only when a sight is attached - charm set up in 1p/3p - supportsAccessories enabled on item - attachment positions adjusted in 3p
10 Days Ago
Fixed roadside waterpipes sometimes spawning on top of a road at T-junctions - stage's SpawnFilter now excludes road topology during placement
10 Days Ago
ent unlock now works on steering wheels
10 Days Ago
Merge: from jobs4_default - Update: make UsePlayerUpdateJobs default to 4 Tests: none
10 Days Ago
Update: turn UsePlayerUpdateJobs to 4 by default Tests: none, trivial change
10 Days Ago
Moved stencils to a seperate tool (like eraser, brush, colour picker) Eraser/stencils/brush get different slider values (so brush is small like a tattoo needle, stencils can be stamped much larger) Clan logo appears in stencil section instead of brush Stencils can't be tinted
10 Days Ago
merge from main
10 Days Ago
add combat log entry for hitting gull groups
10 Days Ago
GetVisitingVendor should always return the oldest visiting vendor
10 Days Ago
Possibly fix NetRead.get_Position NREs
10 Days Ago
Merge from main
10 Days Ago
Fix NRE when opening the inventory screen whilst in a conversation
10 Days Ago
Fix the new phone conversations displaying wrong information when server commands have been used
10 Days Ago
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10 Days Ago
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10 Days Ago
Merge from procgen_fix_icelake_placement
10 Days Ago
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10 Days Ago
Bunker entrance source scene - reduced radius/fade to be closer to monument footprint. Removed unncessary paint data (out of bounds) from splat maps to clean up falloff. Reduced blend map to fade to 0 within monument radius. Propagated changes to bunker entrance a-d prefabs. Tested in procmap.
10 Days Ago
Fix salvaged hammer animation events path in editor (wrong slashes)
10 Days Ago
Fix apartment available rooms count not always updating
10 Days Ago
Fix drop item binds dropping the held item from your belt when in the inventory
10 Days Ago
merge from main
10 Days Ago
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10 Days Ago
UZI viewmodel - Add Picatinny rail to rig & updated - set up rail to show when sights are attached - adjusted attachment positions - rail/mag ViewModelRenderers
10 Days Ago
Merge from UZI 9mm
10 Days Ago
Use stock extended properties whilst in a turret, regardless of how the stock set
10 Days Ago
restrict brush type and size
10 Days Ago
Cherry-pick directory case fix
10 Days Ago
Merge from bird_flocks_audio_distance
10 Days Ago
Use short prefab name for weapon in combatlog
10 Days Ago
Flock audio distance fix
10 Days Ago
Merge from main
10 Days Ago
Adjust various UZI mod points
10 Days Ago
Merge from RRP
10 Days Ago
Draw monument gizmos when editing terrain to help line up painting blend/splat within the radius and topology bounds
10 Days Ago
main -> character_customisation
10 Days Ago
merge from remove_snake_sss
10 Days Ago
Clear foundation grid on disconnect to fix NRE
10 Days Ago
merge from more_lod_optims
10 Days Ago
Brutalist Rock - Initial prefab setup, placeholder model and materials, loc, manifest, skins
10 Days Ago
- Removed all handle-to-identifier conversions within RustRenderPasses, as this was only needed for BiRP - Further cleanup of BiRP only code in various areas
10 Days Ago
10 Days Ago
More performant light offset maybe.
10 Days Ago
Slightly reduced radius and fade of radtown to reduce overreach. Smoothed radtown blend and pulled it in slightly where it extended past the radius. S2P. Checked in procmap.