reporust_rebootcancel

106,711 Commits over 3,836 Days - 1.16cph!

1 Year Ago
compound graffiti models/textures/prefabs
1 Year Ago
compound topologies painting
1 Year Ago
update to slide back anim mask settings
1 Year Ago
Peg fix
1 Year Ago
adding hurt volumes to compound walls barbed wire
1 Year Ago
reload/unload weapon ammo sounds
1 Year Ago
Merge from main
1 Year Ago
merge from save233 - minor fixes
1 Year Ago
Merge from industrial
1 Year Ago
Increase maxItemStacksMovedPerTickIndustrial default to 12
1 Year Ago
Only apply the maxItemStacksMoverPerTickIndustrial convar per container
1 Year Ago
Fix mission scriptable object preview rendering wrong in the object picker (can't use EditorGUILayout for it) Also seems to have fixed the inspector preview not being resizable
1 Year Ago
Rename the conversation condition type enum members so Unity renders them nicer
1 Year Ago
Expanded the action string stuff in the dialogue editor so templates can be specified Allow selecting type 'assign mission' which shows a field for the BaseMission so it generates the correct action string internally Also made this backwards compatible to not break existing conversations
1 Year Ago
Allow specifying mission conditions in the dialogue editor using a reference to the mission asset instead of copy pasting its ID in Keep it backwards compatible to not break existing conversations
1 Year Ago
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1 Year Ago
Restore research bench loot panel in the loot panels scene Fixed case where default items couldn't be researched Fixed some text overlap when researching a default blueprint that requires a workbench
1 Year Ago
Merge from main
1 Year Ago
Learn button on default blueprints no longer does anything (same behaviour as if you already know the blueprint)
1 Year Ago
Scene backup
1 Year Ago
Merge from main
1 Year Ago
Merge from industrial
1 Year Ago
Code review Convert IndustrialConveyorTransfer handling to using blocks Rate limit some conveyor RPC's Remove some allocations when toggling crafter Better compiled out profiles in pipe mesh building Lots of simplifications in the pipe mesh jobs
1 Year Ago
Set up inventory handling sounds on industrial items
1 Year Ago
Fix industrial deployable sounds not receiving occlusion
1 Year Ago
Fixed incorrect filter evaluation on entities with separate input/output slot ranges (furnaces mostly)
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Don't call OnObjectiveCompleted if the objective is already complete
1 Year Ago
Show mission objective progress on the HUD
1 Year Ago
Large vents
1 Year Ago
Nuclear missile silo LOD and collider progress
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
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1 Year Ago
More turbine & damage stuff. Related materials.
1 Year Ago
Recycle mission instances when redoing a mission instead of adding a new one Fix mission time limit not aligning with whats defined (mismatched Time.time and Time.realtimeSinceStartup)
1 Year Ago
Scene backup. Mat tweaks for turbine FX.
1 Year Ago
Refactor missions protobufs so instance data is in a separate ,optional message Only save mission instance data if the mission is in progress Fix raycast used to prevent positions from being inside rocks
1 Year Ago
compound early dressing
1 Year Ago
merge from main -> rust_metrics
1 Year Ago
merge from main
1 Year Ago
merge from loading
1 Year Ago
load/unload functionality
1 Year Ago
merge from industrial
1 Year Ago
Industrial crafting costs in line with electricity costs Fixed furnace research cost 500scrap
1 Year Ago
Add some logic into position generators to reroll if the position is occupied by an entity, and move it up to avoid being inside rocks Fix possible NRE when a mission (incorrectly) has null identifiers (and filled in identifiers in fisherman tackle)
1 Year Ago
phrases
1 Year Ago
mirrored train tunnel entrance (entrance_c) some more set dressing/cover pass
1 Year Ago
DoPrepare many doors that, despite running DoPrepare on the entire project, didn't update. Yes, I call SavePrefabAsset. :(