reporust_rebootcancel

122,296 Commits over 4,048 Days - 1.26cph!

Today
Started wiring settings menu
Today
Change UI_Context_scene to match the new menu reference resolution
Today
Bootstrap scene: new UI and localization
Today
Restored explosion radius
Today
merge from main
Add Autosave system. SyncVars marked as Autosave will automatically be injected into Save/Load methods so no need to write protobufs.
Rin
Today
Coconut gloves compatible with Snow Jacket and Bunny Onesie
Yesterday
Wallpaper splash damage enabled on propane bomb and satchel Fixed radius
Yesterday
Rockets and C4 splash damage wallpaper through walls
Yesterday
- Added logging for the Heap, Stack and GC (more to come) - Data is no longer written to the file every frame inside update(). Instead its being saved into a list and written into the file when stoplogging() is called.
Yesterday
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Yesterday
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Yesterday
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Yesterday
Input fields character limit tweaks for player report, bug report and crafting ui
Yesterday
Fix compile error
Yesterday
Add ability to select either HV rockets or incendiary rockets when you are the pilot of an attack helicopter - default to only using HV rockets - hold 'R' to open radial menu to switch ammo (similar to guns) - switching ammo doesn't trigger reload, it only chooses what rockets are prioritized Press 'R' to trigger manual reload of attack helicopter rockets - same as reload when you use full volley of rockets - won't reload if you have 6/6 rockets available to shoot Pass delta into LocalInput method so holding 'R' for 0.25s brings up radial menu - at some point the method was changed from Update() to ClientTick() meaning it's called at 32hz instead of at client framerate - clamp delta to 0.25s so it doesn't feed a huge delta value into ClientInput if the client doesn't send ticks for a larger interval
Yesterday
merge from neonsigns_newinputs
Yesterday
When frames have the same power amount, the last updated frame takes priority
Yesterday
Improve handling of null meshes in RustRenderer auto conversion
Yesterday
- Neon sign side inputs cost the same power as the main input - Side inputs add active usage only if the main input isnt used - Fixed frame not being updated when a side input lose power if there is power on another frame
Yesterday
Grow block allocations exponentially because linearily wastes more buffer space.
Yesterday
Implement ArrayEx.RemoveAt* utility functions
Yesterday
merge from main
Yesterday
Added first iteration of wood materials for the wallpapers, and updated some others
Yesterday
Updated Command Block Model, Prefabs and Material Added Command Block Textures
Yesterday
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Yesterday
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Yesterday
arrow ammo bucket blockout
Yesterday
Fixed incorrect prefab setup in schizo trees
Yesterday
Issue with schizolobium FBX names
Yesterday
Fixed the issue causing incorrect ordering + colouring of available mixing/cooking table items based on ingredient availability, only when in standalone builds.
Yesterday
merge from main
Yesterday
merge from jungle_update_improvements
Yesterday
Submitting zigg scene
Yesterday
Updated schizolobium colliders
Yesterday
Replaced mirrored corner piece after merge from main
Yesterday
merge from main 121401 to jungle update improvements
Yesterday
Yesterday
merge from main
Yesterday
outboard motor blockout update
Yesterday
Fixed being able to place floating signs with a ladder on top of a tugboat
Yesterday
Replaced corner mezzanine piece in zigg due to inverted scale
Yesterday
Floating cities greybox progress
Yesterday
Adjusted the pickup volumes for all the shelves. - Should now be able to pick up shelves if deployables like the TC is placed as close as possible.
Yesterday
merge from ballista_disablelegs_fix
Yesterday
Inventory, Limited & General Skins icon bluring
Yesterday
Updated source generator to support event generation. Ensured our attribute matches this More tests in the legacy shelter
Yesterday
Purchased overlay modal
Yesterday
Fixed doorway wallpaper conditional model issues