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106,632 Commits over 3,836 Days - 1.16cph!

1 Year Ago
Fixed skull trophies showing "unknown" instead of nothing when no skull is present
1 Year Ago
Animate belt renderer using material property blocks
1 Year Ago
Client compile fix
1 Year Ago
shrunk the barrels apsule colliders slightly as to not block player movement added colliders on top roller added prevent movement volumes to avoid getting stuck in the track space moved barrels that were intersecting quarry
1 Year Ago
position correctly
1 Year Ago
more
1 Year Ago
Prefab backup New light cookies
1 Year Ago
Z offset tweak for standing weapon rack
1 Year Ago
Couple of updated test weapon prefabs
1 Year Ago
Autosize wip/test
1 Year Ago
updated miningquarry static prefab with capsules colliders on the animated half barrels
1 Year Ago
Placement pivot offset tweak for standing rack
1 Year Ago
Fix weapon rack grid debug drawing to alse use the collision offset not transform
1 Year Ago
Weapon stand tweaks, reduced slot count, resized grid, moved grid up. Fixed GetPosition returning transform offset not collision offset.
1 Year Ago
specific adobe skin construction gibs models
1 Year Ago
specific destroy gibs for armored stair landings
1 Year Ago
fixed some wood tier gibs transform rotation
1 Year Ago
more texture polish to SC skin interior wood
1 Year Ago
exported quarry track animation with updated scale values at 0.01 instead of 0
1 Year Ago
merge from WorldModels
1 Year Ago
merge from main
1 Year Ago
cherrypicking facepunch_pool_2.1
1 Year Ago
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1 Year Ago
cherrypicking facepunch_pool_2.1
1 Year Ago
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1 Year Ago
compile fixes
1 Year Ago
revamped plywood texture for SC skin - brighter, more familiar with metal tier all inside walls get colour
1 Year Ago
merge from main
1 Year Ago
merge from infinite_ammo_convar
1 Year Ago
merge from main
1 Year Ago
merge from hackweek_ai_test_arena (just the arena stuff)
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from horse_idles
1 Year Ago
Fixed case where redirect skins weren't being counted correctly when evaluating maximum move amounts during conveyor movement and would sometimes move amounts greater than the specified maximum
1 Year Ago
Slightly raised vending machine storage adaptor slot so that it can be attached through a window frame when a vending machine is placed with it's back to the frame
1 Year Ago
Fixed the always on top variant
1 Year Ago
Tooltips are now pooled
1 Year Ago
Corpses tended to stay permanently awake if they were lying on another corpse or other rigidbody, which kept the ragdoll awake as well. Added a check that runs every 30s. If velocity is essentially zero, force sleep state. Corpse will still wake and move if it's moved later (e.g. it's on a vehicle flatbed or a floor that collapses).
1 Year Ago
Reworked some internal tooltip stuff to fix some longstanding issues Tooltips should no longer flash into the wrong location for a frame in some cases Tooltips now use properly renderered text (RustText) General cleanup, less GetComponents and removed a SendMessage!
1 Year Ago
Compile fix
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
Backups
1 Year Ago
Show the name of the entity connected to the storage adaptor when mousing over a connection connected to a storage adaptor Causes a noticeble framerate hitch the first time an industrial connection is highlighted but that should be editor only
1 Year Ago
Merge from main
1 Year Ago
Adapted Core/Generic shader to Rust Standard backend
1 Year Ago
Merge Main -> RagdollRewrite
1 Year Ago
Merge from hackweek-chat-emoji