reporust_rebootcancel

134,803 Commits over 4,324 Days - 1.30cph!

2 Hours Ago
Fixed bass guitar
2 Hours Ago
Also fixed the jerry can guitar
3 Hours Ago
Fixed acoustic guitar deploy model Fixed invalid layer warnings from ViewmodelCameraAnimationSync when using the guitar
3 Hours Ago
Only play the cassette recorder attack anim when playing, not stopping Swap record and play overrides in the hold type
3 Hours Ago
Updated hold position of tuba, got zeroed out for some reason
3 Hours Ago
Updated holdtype.xylophone Updated mallet hand positions on xylophone xylophone.deployed.static is now a prefab variant of the original
4 Hours Ago
Remove some sockets from the static verison
4 Hours Ago
drumkit.deployed.static is now a prefab variant of the original drumkit, ensures all player model changes have been carried over
4 Hours Ago
Right foot instrument IK controller now uses the rotation of the target transform (no animation) Added a left foot IK target field, won't react to any instrument activity, just a static position
5 Hours Ago
Prevent look rotation is zero errors from vines (in theory, no repro)
5 Hours Ago
Added equivalent inspector support for MeshCull
Today
deep sea signal computer flare launch sound and transmit sound tweaks
Today
Show debug info about current LOD quality level and whether the LOD component is considered small
Today
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Today
merge from main
Today
Merge from main
Today
Redirect skins will now use the rarity (despawn and regular) of their root item to calculate despawn times
Today
Possible fix for AmbientLightLOD not correctly turning on some lights (would need a bit of testing throughout the world)
Today
add CommandBufferManager.OnPreCommandBuffer hook
Today
Adding back a PaintableReactiveTarget script that's just inheriting from ReactiveTarget and is otherwise empty, with the old GUID, so if some random build references that GUID it's valid (possibly the worst hack in all of Rust, thanks asset bundles)
Today
Flying cannonballs don't smoke like an old diesel engine. Gave them a air streak instead.
Today
fixed crates/barrels respawning in deepsea dwellings
Today
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Today
Blacked out the inside of the crate, so that it doesn't bleed bright white sand through the AO'd inside walls.
Today
Modified the cannon spawn prefab so you don't get stuck in the cannon at a certain angle.
turret_head_anim_fix -> main
Setup correct content bundles for animations
turret_slow_animation_fix -> main
- Move lerping over from handle aiming to Tick() - Slight cleanup - Move clamping
Today
extremely important cannonball ammo icon shadow fix
Today
TriggerDwellingSpawnGroups triggers Fill instead of Spawn, ensures the max pop is reached for all spawn groups when the deep sea opens
Today
DeepSeaEditorScene fills the tropical island spawn groups on start, so we can debug spawn groups using the island scenes
Added a foliage displacement volume to DeepSeaSignalComputer to prevent foliage clipping
Today
Fixed LOD distance issues on docks B and C
Today
naming fix
Today
updates on kiosk D blockout
Today
Fixed missing aerial collider.
Today
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Today
Fixed collider issues on signal computer
Today
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Today
merge from main
Today
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Today
merge from LNY26
Today
merge from naval_update
Today
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Today
apartments greybox progress
Today
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Today
Adding burst cloth to horse mask
Today
WIP blockout for rentable shop kiosk variant D
Today
Updating entity labels (probably does nothing but PaintableReactiveTarget no longer exists)