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110,890 Commits over 3,897 Days - 1.19cph!

14 Days Ago
Fixed FindPrefabPathsByLabel NRE
14 Days Ago
Added BaseCombatEntity tests, spawn and kill every BaseCombatEntity prefabs in the project
14 Days Ago
Updated knight armour textures, materials and meshes, updated skinning. added male and female helmet.
14 Days Ago
Only show zoom toast after they hold ADS down for 3 seconds
14 Days Ago
Change toast cooldown from 15m -> 5m
14 Days Ago
Add toast to variable zoom scope - will prompt you on hotkeys to zoom up and down - will stop showing once you click the button 5x
14 Days Ago
merge from main
14 Days Ago
Codegen Tests
14 Days Ago
Battering ram audio minor change
14 Days Ago
merge from fix_telephone_grid -> main
14 Days Ago
Fix telephone using the numbered grid instead of letter grid
14 Days Ago
merge from main
14 Days Ago
Update: ServerProfiler.Core separates platform specific code Required for Linux support - still figuring out how to organize msbuild projects Tests: took spanshot in Editor's Craggy, and did a couple start-stops of playing to ensure no errors
14 Days Ago
Fixed methods being renamed OnDiedByPlayer
14 Days Ago
test meshes
14 Days Ago
testing setup for fitting marching cubes to mesh
14 Days Ago
Various fixes about the colour buffer not being resized or copied correctly
14 Days Ago
Added a fresh OnKilled() method inside BaseNetworkable which is actually called OnKilled()
14 Days Ago
Added first pass jungle ruin floor kit. Updated assets gym with jungle ruin kits.
14 Days Ago
Rename Entity profiler back to OnKilled()
14 Days Ago
merge from main -> fix_telephone_grid
14 Days Ago
Replace BaseCombatEntity::OnKilled() with BaseCombatEntity::OnDied() Since when you Kill an entity OnKilled isnt called, its only called on Die() so its way less confusing to be actually named that
14 Days Ago
-Battering Ram wheels now steer the correct way -Battering Ram wheels rotate via Quaternions
14 Days Ago
Have scientist try to guess your current location based on where they saw you last
14 Days Ago
Horses: removed the velocityDelta thing when applying forward forces, feels better when moving from gallop to canter after releasing shift
14 Days Ago
backup ruins_e
14 Days Ago
Update ballista icon Changed siege weapon items selection panel
14 Days Ago
Fixed ballista ModularCarAudio.StopTyreAudio NRE
14 Days Ago
Added a fallback blit in cases where TAA is invalid
14 Days Ago
Added the RustTAA shader to the Always Included shaders list
14 Days Ago
Add filename to inspector. Only show save preset button if there's a filename specified. Potential NRE fixes.
14 Days Ago
Manifest
14 Days Ago
Fixed catapult fire interaction available when looking at the wheels
14 Days Ago
Added SiegeWeaponVehicleAudio, inherits from from GroundVehicleAudio Updated BatteringRamVehicleAudio Added wheel audio to all siege weapons
14 Days Ago
merge from indirect_instancing
14 Days Ago
Add temporary debug error messages to diagnose the uninitialised component issue.
14 Days Ago
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14 Days Ago
Merge from defaults
14 Days Ago
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
14 Days Ago
Merging new TAA implementation to main
14 Days Ago
14 Days Ago
merge from xmas2024
14 Days Ago
merge from deluxe_christmas_lights_emission/xmas_light_uncrappification
14 Days Ago
merge from primitive
14 Days Ago
Minor horse code cleanup
14 Days Ago
Fixed ballista client loading issue
14 Days Ago
Fixed horse towing ropes not being destroyed when the joint breaks
14 Days Ago
Experiment with dark pie menu colors
14 Days Ago
Dir changes + backups
14 Days Ago
Fixed ballista choppy 3rd person reloading