reporust_rebootcancel

119,258 Commits over 4,018 Days - 1.24cph!

48 Days Ago
Turret tests, cleanup
48 Days Ago
editor_losdraw_convars -> main
48 Days Ago
Codegen
48 Days Ago
updates to snackhub viewmodel prefab, animation and animator updates
48 Days Ago
Can now sell honey to Bandit Camp (same idea as fertilizer)
48 Days Ago
Fixed error when running async test method with more than one TestMethodAsync attribute
48 Days Ago
Fixed Z and X rotation so it can be mounted until I have a way to turn rigidbody off when not mounted (or some other solution to it immediately falling over and being unmountable)
48 Days Ago
Beehive LOD0 and WIP textures. Bzzzzzzzzzzzzzzzzz
48 Days Ago
Corpse ingestion FX & gib files.
48 Days Ago
Fixed test runner still considered as busy after finishing the test run
48 Days Ago
fixed tire falling through the floor
48 Days Ago
Updated Triangle Railroad Planter prefab
48 Days Ago
Triangle Rail Road Planter Game Manifest Build
48 Days Ago
Rename all classes to get rid of "Custom" prefix
48 Days Ago
Fix #CLIENT compile errors and refactor some methods
48 Days Ago
Add all new classes into `Rust.Modding` namespace
48 Days Ago
Rename ItemManager.IndexBlueprints() -> ItemManager.UpdateIndex()
48 Days Ago
Sum up the comfort values of different comfort deployable triggers your player is inside of. Previously, only the highest value was taken. This means that you can place a rug and a bear rug next to eachother and get 75% comfort, when before you would only get 50%. Being next to 2 bear rugs however will mean you only get 50% comfort, the same deployable will not stack.
48 Days Ago
Fix line not getting commited
48 Days Ago
Only print json from `test_custom_items` command in the editor
48 Days Ago
Fix bugs Allow ItemMod changes differentiate between null (no change), enabled = false (destroy) and enabled = true (create)
48 Days Ago
cookingv2 -> bees
48 Days Ago
merge from main
48 Days Ago
LOS tests, split into two tests - first generates random test cases from a basic setup - second loads the saved set of failing cases (created by running first test with a convar on)
48 Days Ago
Rewrite a bunch of stuff and move files around - everything is now treated as an optional parameter - can specify a "TemplateItem" if you want to base your custom item off another one - fixed Newtonsoft.Json not handling serialization of vectors and colors
48 Days Ago
Still falls through the world but at least I can mount it now
48 Days Ago
merge from hackweek_automatedtesting
48 Days Ago
Compile fix
48 Days Ago
merge from hackweek_automatedtesting
48 Days Ago
More turret test coverage
49 Days Ago
Flower arranging vases, place cosmetic flowers into vases to arrange and display your flowers. Inventory order changes arrangement. Added new vase deployable item. Added Vase class. Added flower id protobuf and serialization. Added ItemModCosmeticFlower, applied to cosmetic flowers.
49 Days Ago
LS scene changes (can be replaced as mostly deletes)
49 Days Ago
merge from jungle foliage
49 Days Ago
material tweaks to decal/moss
49 Days Ago
Make sure to clear all fixtures testqueue when cancelling a test run
49 Days Ago
Added IO line support
49 Days Ago
- Fixed door controller - Broke lock
49 Days Ago
Image slider in Abyss view
49 Days Ago
- Added lock and door controller support - Added increased protection to the front of the drawbridge
49 Days Ago
Ensure open/close door takes priority
49 Days Ago
launch site trees set dressing++
49 Days Ago
some materials decal layers changes
49 Days Ago
Manifest
49 Days Ago
Fixed bug preventing open/close option being replaced by pickup
49 Days Ago
Generate protobuf
49 Days Ago
Merge from cosmetic_flowers (and main as a result)
49 Days Ago
Added sounds
49 Days Ago
Created/setup worldmodel prefabs for orchid, rose, sunflower items.
49 Days Ago
merge from hackweek_automatedtesting
49 Days Ago
Added orchid, rose and sunflower items. Linked to them from their collectables and plantproperties.