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140,873 Commits over 4,383 Days - 1.34cph!

4 Minutes Ago
CodeGen for adding back Shadow Caching ConVars
4 Minutes Ago
exported edited 3p jump anims
5 Minutes Ago
FpStandaloneInputModule now inherits InputSystemUIInputModule UI is working
9 Minutes Ago
merge from weapon_refresh_salvaged_cleaver
10 Minutes Ago
merge from radtown_gate_pink_fix
10 Minutes Ago
Updating gloves skinning
14 Minutes Ago
Merge from main
15 Minutes Ago
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...) Some refactoring
17 Minutes Ago
Rewrite MitigateSphereCapsuleCommands to run both capsule/sphere commands in parallel - gamephysics/antihack consistency tests pass
20 Minutes Ago
Wetsuit female fixes
23 Minutes Ago
Merge from workbench_upgrades
24 Minutes Ago
Merge from main
33 Minutes Ago
Merge from nvidia_options_fix
43 Minutes Ago
Added the Rust.DLSS namespace back to the DisableIfDlssNotSupported script to fix a compile error
57 Minutes Ago
Merge from main
1 Hour Ago
Anim bug fix and general polish pass
1 Hour Ago
merge from main
1 Hour Ago
Reduced noise of peeling paint in XL metal and rust kiosk trims
1 Hour Ago
Merge from main
1 Hour Ago
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
1 Hour Ago
tweaked bed lod values, set texture flags, col tweaks
1 Hour Ago
quick level save before playground area start
1 Hour Ago
placed the new bed prefabs into apartments, removed temp ones
1 Hour Ago
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
2 Hours Ago
tweaking the radtown gate prefab and materials to solve pink shenanigans radtown s2p
3 Hours Ago
merge from main
3 Hours Ago
merge from deepsea_loot_balance
3 Hours Ago
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
3 Hours Ago
Fixed tropical islands spawngroups respawning loot on top of each other
4 Hours Ago
Colour code handles based on their sub system ownership
4 Hours Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
4 Hours Ago
Add support for showing sub systems
4 Hours Ago
Reset the chair tester
5 Hours Ago
Merge from player_model_anim_inspector
5 Hours Ago
Merge from parent
5 Hours Ago
Merge from main Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
6 Hours Ago
OneShotAnimationSubSystem can now pick from a selection of random animations Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events Plays from a selection of animations for each state
Today
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
Today
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
Today
Fix animation assignments being backwards, disable pitch curve for now.
Show server country codes. This time taken via geolocation
Setup new binocular shader: lens distortion, fresnel and glare
Today
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
Updated eyelash material
Today
Don't run upkeep for non-rented apartments
Initial random eye colour tests, samples a gradient from the dye set so colours natural-ish
Today
Fixed some pooling issues when going in and out of range of animators running sub systems Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player Didn't make a matching dismount version as we don't have the same problem when leaving network range
Today
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Today
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Today
merge from fix_c4_deployable_damage -> main