reporust_rebootcancel

139,551 Commits over 4,383 Days - 1.33cph!

Today
some cleanup post merge
main -> console_quickjoin_fix
Move PlayerJoin to UIConnection instead Connect just sends values over to UI rather than through a wrapper method
Today
Fix blurry radtown sign once again, regressed during naval texture optimizations
Today
Change Unlock button text to say Prototype when prototype will be used. Added static strings for both.
Today
merge from main
Today
Don't show the path to a selected node if we have prototype, to show the path won't be unlocked too.
Today
Merge from Main
Today
Workbench NRE fix
Today
Added prototype upgrade item. Visual placeholder prefab. Placeholder positioning. Add item setup for all workbenches.
Today
Handled disabling the shadow caching convar when exiting play mode and changed default light cookie textures to be loaded via resources instead of being serialized on LightLOD components
Today
prototype initial implementation
Today
Merge: from serverprofiler_recordscope_pause - Update: ServerProfiler recorder scopes can be paused/resumed (but needs more work on export side, looks bad) - Bugfixes for recorder scopes corrupting memory and breaking perfsnapshot Tests: unit tests + recorded a multiframe coro with recorder scope + perfsnapshots
Today
Merge: from main
Today
Slots
Today
Added custom workbench upgrade loot panel. Supports dynamic/varying upgrade slot counts per workbench type.
Today
Updating skinning for female legs
Today
Set upgrade limits to 4,5,6 for now
Today
merge from new_texture_suffixes_naming_convention
Today
Add lootpanel.workbench_upgrades. Hook it up to all 3 workbenches.
Today
merge main -> rust_relay_server
Today
Fixing arm skinning for female player model
Yesterday
Merge from terrain_renderer (culling ConVar)
Yesterday
Merge from main
Yesterday
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Yesterday
Merge from main
Yesterday
Route VM inventory to admin panel Remove intial vending orders Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
Yesterday
Make terrain culling ConVar accessible
Yesterday
Merge from main
Yesterday
Disable VM broadcast option Route vm admin to a control panel
Yesterday
Can now paint the sign while interacting with the rentable shop
Yesterday
Merge from main
Yesterday
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
Yesterday
Change contact image render to WaitForEndOfFrame coroutine
Yesterday
Make apartment entity class partial for codegen
Yesterday
update apartment_complex_monument/prototype
Yesterday
merge from main -> apartment_complex_monument
Yesterday
Remove logging because it's annoying even if it's editor only when it prints out 100+ items, instead opt for a command `printitemtax`
Yesterday
Yesterday
Made logging editor only
Yesterday
.meta files
Yesterday
Add purchase price for apartments (placeholder values)
Yesterday
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI) Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree Fixes patrolling AI jogging in slow motion all the time
Yesterday
Apply tax to hqm & sulfur
Yesterday
Add code to support taxing the items inside apartment rooms - only need to configure tax on base items like HQM and sulfur - it will calculate the amount of sulfur + HQM inside crafted items based on the ingredients and apply the respective tax to each derived item - example: sulfur = 30 scrap / stack, gunpowder = 60 scrap / stack & rockets = 117 scrap / stack - can override the tax for a crafted item if needed
Yesterday
Moved neon signs into generic props folder. Started first pass of texturing + material setup. Proper art for "open" neon sign. Rest is WIP.
Yesterday
Sort network cell tile offsets so the closer ones queue up to be networked first
Yesterday
Handle the weird string prefab references in Skinnable to make bbq.workshop.prefab go in the right AssetScene
Yesterday
Swap the apartment rooms from static prefabs to entities
Yesterday
Add new entities to manifest