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121,058 Commits over 4,018 Days - 1.26cph!

31 Days Ago
Fix vines double spawning when loading
31 Days Ago
Orientation fix.
31 Days Ago
WIP (some temp stuff)
31 Days Ago
31 Days Ago
Vine swinging trees no longer immortal Spawns an immortal stump entity when killed, stump will respawn the tree after 10s (wip obviously) Will not spawn if a player is in proximity
31 Days Ago
Midair visibility WIP. Texture optimiziation. Slash instead of blunt dmg.
31 Days Ago
Improved bone positions so head stays up during run animation
31 Days Ago
Merge from main
31 Days Ago
Sav backup
31 Days Ago
Hierarchy changes to prevent burst cloth NREs in debugcamera Game ObjectLOD burst cloth controller
31 Days Ago
Adjust skin id to fix conflict with main, unlock via the abyss pack
31 Days Ago
Merge from main
32 Days Ago
Ensure full river target count is placed outside jungle, in addition to any river candidates inside jungle
32 Days Ago
merge from softcore_update -> aux2
32 Days Ago
merge from upkeep_changes -> softcore_update
32 Days Ago
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32 Days Ago
RustNative update (jungle biome improvements) Jungle biome now works on all map sizes Jungle biome now less torn apart (mostly one continuous area) Jungle biome now larger overall
32 Days Ago
Set `use_door_upkeep_brackets = true` in softcore gamemode
32 Days Ago
Add extra phrase to show both building block and door upkeep brackets in the TC loot panel
32 Days Ago
Add support for doors to have their own upkeep brackets and calculate upkeep seperately in softcore mode - store List<Doors> per building - calculate different upkeep brackets for doors vs building blocks - show both "10 blocks at 10%, 5 doors at 20%" in TC tooltip if doors are on the base Placeholder values for door upkeep brackets
32 Days Ago
wip patched in DBS
32 Days Ago
New: TickInterpolatorCache - a sparse, bulk TickInterpolator array - Comes with it's own stress tests (they pass, but need to investigate perf) - Depends on PlayerCache, but I need to modify it to provide more stability Building block towards jobifying tick history processing. Tests: ran unit tests
32 Days Ago
merge from softcore_update
32 Days Ago
merge from softcore_update
32 Days Ago
merge from softcore_update/deployable_corpse
32 Days Ago
Fixed corpses deploy check hitting themselves and preventing ground missing repositioning
32 Days Ago
merge from softcore_update -> aux2
32 Days Ago
merge from respawn_changes -> softcore_update
32 Days Ago
Potential fix for anims not being cancelled properly
32 Days Ago
female prefab setup
32 Days Ago
merge from jungle_building_skin_merge
32 Days Ago
rebuilt manifest
32 Days Ago
Added a new filtering mode for DeployVolume.Check, allowing us to ignore specific types Container corpses now ignore the DebrisEntity type, this was preventing them to spawn in some cases
32 Days Ago
Only merge backpack partial stacks if something is taken from the backpack for the reclaim system
32 Days Ago
Make backpack dropped on death if not reclaimed instead of staying on the corpse - backpack still stays on player if you are wounded in softcore (to enforce reclaim of backpack contents)
32 Days Ago
Horse costume lods
32 Days Ago
Move drop backpack to `WoundedStartSharedCode()`
32 Days Ago
Fix drop backpack for wounding not being called when the player is set to crawling
32 Days Ago
Make sure "drop backpack on death" is only called when they die and not when they are wounded - no change to behavior, fixes convars for "drop backpack on death vs wound"
32 Days Ago
Removed OnDied(null) in BaseCombatEntity AdminKill, was added when refactoring corpses spawning
32 Days Ago
merge from softcore_update
32 Days Ago
merge from softcore_update/deployable_corpse
32 Days Ago
Handle all default items, not just rocks and torches
32 Days Ago
Corpse spawning checks fixes
32 Days Ago
Range checks, wip
32 Days Ago
Chicken costume burst cloth setup
32 Days Ago
Ensure rocks, torches and other starting items are never reclaimed
32 Days Ago
32 Days Ago
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
32 Days Ago
removed unnecessary NoAlias attribute