reporust_rebootcancel

114,798 Commits over 3,959 Days - 1.21cph!

4 Days Ago
fixed tire falling through the floor
4 Days Ago
Updated Triangle Railroad Planter prefab
4 Days Ago
Triangle Rail Road Planter Game Manifest Build
4 Days Ago
Rename all classes to get rid of "Custom" prefix
4 Days Ago
Fix #CLIENT compile errors and refactor some methods
4 Days Ago
Add all new classes into `Rust.Modding` namespace
4 Days Ago
Rename ItemManager.IndexBlueprints() -> ItemManager.UpdateIndex()
4 Days Ago
Sum up the comfort values of different comfort deployable triggers your player is inside of. Previously, only the highest value was taken. This means that you can place a rug and a bear rug next to eachother and get 75% comfort, when before you would only get 50%. Being next to 2 bear rugs however will mean you only get 50% comfort, the same deployable will not stack.
4 Days Ago
Fix line not getting commited
4 Days Ago
Only print json from `test_custom_items` command in the editor
4 Days Ago
Fix bugs Allow ItemMod changes differentiate between null (no change), enabled = false (destroy) and enabled = true (create)
4 Days Ago
cookingv2 -> bees
4 Days Ago
merge from main
4 Days Ago
LOS tests, split into two tests - first generates random test cases from a basic setup - second loads the saved set of failing cases (created by running first test with a convar on)
4 Days Ago
Rewrite a bunch of stuff and move files around - everything is now treated as an optional parameter - can specify a "TemplateItem" if you want to base your custom item off another one - fixed Newtonsoft.Json not handling serialization of vectors and colors
4 Days Ago
Still falls through the world but at least I can mount it now
4 Days Ago
merge from hackweek_automatedtesting
4 Days Ago
Compile fix
4 Days Ago
merge from hackweek_automatedtesting
4 Days Ago
More turret test coverage
4 Days Ago
Flower arranging vases, place cosmetic flowers into vases to arrange and display your flowers. Inventory order changes arrangement. Added new vase deployable item. Added Vase class. Added flower id protobuf and serialization. Added ItemModCosmeticFlower, applied to cosmetic flowers.
4 Days Ago
LS scene changes (can be replaced as mostly deletes)
4 Days Ago
merge from jungle foliage
4 Days Ago
material tweaks to decal/moss
4 Days Ago
Make sure to clear all fixtures testqueue when cancelling a test run
4 Days Ago
Added IO line support
4 Days Ago
- Fixed door controller - Broke lock
4 Days Ago
Image slider in Abyss view
4 Days Ago
- Added lock and door controller support - Added increased protection to the front of the drawbridge
4 Days Ago
Ensure open/close door takes priority
4 Days Ago
launch site trees set dressing++
4 Days Ago
some materials decal layers changes
4 Days Ago
Manifest
4 Days Ago
Fixed bug preventing open/close option being replaced by pickup
4 Days Ago
Generate protobuf
4 Days Ago
Merge from cosmetic_flowers (and main as a result)
4 Days Ago
Added sounds
4 Days Ago
Created/setup worldmodel prefabs for orchid, rose, sunflower items.
4 Days Ago
merge from hackweek_automatedtesting
4 Days Ago
Added orchid, rose and sunflower items. Linked to them from their collectables and plantproperties.
4 Days Ago
Added radial menu option to toggle the growable UI. Option shows when looking at a growable without a hostile held item.
4 Days Ago
More auto turret tests
4 Days Ago
4 Days Ago
Added client.showGrowableUI so you can hide the large growable UI when you just want to admire your beautiful flower garden.
4 Days Ago
Manifest
4 Days Ago
Sunflower collectable setup. Added spawn population. Added to spawners.
4 Days Ago
Manifest
4 Days Ago
Orchid population. Added orchid and rose to auto spawns.
5 Days Ago
Rose collectable and spawn pop
5 Days Ago
Double the life length of ripe stages for cosmetic flowers