reporust_rebootcancel

132,317 Commits over 4,262 Days - 1.29cph!

1 Year Ago
Codegen
1 Year Ago
Merge from main, resolve conflicts.
1 Year Ago
Merge from main, resolve conflicts.
1 Year Ago
Cherrypick era convar after merge
1 Year Ago
created v_minicrossbow_bolt and linked to the 4 bolt joints in viewmodel prefab
1 Year Ago
merge from main -> primitive_gm
1 Year Ago
Codegen
1 Year Ago
Manifest
1 Year Ago
Deleted unused battering ram door prefab and old ballista models
1 Year Ago
merge from main
1 Year Ago
merge from Medieval_Barricade
1 Year Ago
merge from ai_patrol_heli_opti
1 Year Ago
merge from baseball_bat_description
1 Year Ago
merge from accessibility_block_movementy_inventory
1 Year Ago
merge from t1_smg_clipping_issues
1 Year Ago
manifest
1 Year Ago
removed the now deleted rock assets from CraggyIsland to stop the error spam
1 Year Ago
Removed second realmed removed incase thats the issue as well
1 Year Ago
Hopefully prevent battering ram door from bricking Aux2
1 Year Ago
Merge from cmBrainEnabled
1 Year Ago
Added debug.cmBrainEnabled convar to enable/disable a cinemachine brain attached to the main camera (if it exists) Convar is saved and defaults to off
1 Year Ago
ESPCanvas convars (DisableOcclusionChecks, OverrideMaxDisplayDistance, ColourCodeTeams, UseRandomTeamColours, etc) will now work if the player is first person spectating Previously only worked if the local player was in debug cam mode
1 Year Ago
Added a nicer way to GetActiveShield(), cuts down on some repeating inventory reads Don't show the crosshair when blocking with a shield while a gun is equipped (you can't shoot anyway)
1 Year Ago
Create menu in editor that lists all monuments so you can easily open the scene - use codegen to generate menu since unity wants to use attributes to configure their UI - run codegen after RPC & convars Also create menu to open monument island & assign a specific monument as the prefab
1 Year Ago
Another attempt to fix the player corpse not implemented exception
1 Year Ago
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1 Year Ago
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1 Year Ago
Call SetHeld(false) before clearing the owner player rather than after Fixes some logic in that method failing because it needs the owner player to be able to access the current shield if the equipped weapon is being dropped
1 Year Ago
Fixed case where player could hit their own shield with melee weapons
1 Year Ago
Enabled shield compatibility on: Skinning Knife Water Pistol Candy Cane Club Flashlight Concrete hatchet + pickaxe Lumberjack axe Shovel Bone Knife Frontier Hatchet Combat Knife Stone Pickaxe
1 Year Ago
merge from main
1 Year Ago
Show whether a gun can be used with a shield in the info panel Minor layout reshuffling in the inventory, crafting and tech tree panels to support this
1 Year Ago
merge from icon_picker
1 Year Ago
Improved the RustIcon picker, it now displays the enum names and let you scroll through all the available options
1 Year Ago
Ballista constructable ground watch
1 Year Ago
Merge from main
1 Year Ago
Added convar (accessibility.disableMovementInInventory) to block player input when then inventory screen is open. Added a UI toggle option for it in the Accessibility options menu UI.
1 Year Ago
weapon camera clipping fixes
1 Year Ago
When generating covers, automatically delete previously spawned sub monuments
1 Year Ago
Added wheel FX to Ballista
1 Year Ago
Fixed Repair Bench pushing an NRE if not unlocked via steam, or dlc item but also doesnt have proper steam category supplied
1 Year Ago
Ballista damage redirection
1 Year Ago
Setup Medieval Metal Double Door Skin Asset File Game Manifest Update
1 Year Ago
merge from fix_barricade_placement_excavator -> main
1 Year Ago
S2P excavator
1 Year Ago
Mark coal piles at excavator as "barricades allowed"
1 Year Ago
merge from fix_antihack_kick_reserveslot -> main
1 Year Ago
- Added catapult wheel effects - Sorted siege tower wheel effect positions
1 Year Ago
Look deving broken wood floor on jungle floor pieces
1 Year Ago
WIP: rewriting stream processing to gather frame data during pre-process step - Should fix invalid make placement in a frame + be more efficient to generate, as we only do 2 stream scans per thread stream instead of 4. Not complete, need to track down why alloc offsets are invalid for last frame.