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123,979 Commits over 4,171 Days - 1.24cph!

6 Months Ago
Revert chair.static mount pose
6 Months Ago
Moved to /effects
6 Months Ago
Trail ready for mirrored orientation.
6 Months Ago
Fresnel opacity.
6 Months Ago
Even more orientation fixes.
6 Months Ago
Fix vines double spawning when loading
6 Months Ago
Orientation fix.
6 Months Ago
WIP (some temp stuff)
6 Months 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
6 Months Ago
Midair visibility WIP. Texture optimiziation. Slash instead of blunt dmg.
6 Months Ago
Improved bone positions so head stays up during run animation
6 Months Ago
Merge from main
6 Months Ago
Hierarchy changes to prevent burst cloth NREs in debugcamera Game ObjectLOD burst cloth controller
6 Months Ago
Adjust skin id to fix conflict with main, unlock via the abyss pack
6 Months Ago
Merge from main
6 Months Ago
Ensure full river target count is placed outside jungle, in addition to any river candidates inside jungle
6 Months Ago
merge from upkeep_changes -> softcore_update
6 Months Ago
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6 Months 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
6 Months Ago
Set `use_door_upkeep_brackets = true` in softcore gamemode
6 Months Ago
Add extra phrase to show both building block and door upkeep brackets in the TC loot panel
6 Months 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
6 Months Ago
wip patched in DBS
6 Months 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
6 Months Ago
merge from softcore_update
6 Months Ago
merge from softcore_update/deployable_corpse
6 Months Ago
Fixed corpses deploy check hitting themselves and preventing ground missing repositioning
6 Months Ago
merge from respawn_changes -> softcore_update
6 Months Ago
Potential fix for anims not being cancelled properly
6 Months Ago
female prefab setup
6 Months Ago
merge from jungle_building_skin_merge
6 Months 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
6 Months Ago
rebuilt manifest
6 Months Ago
Only merge backpack partial stacks if something is taken from the backpack for the reclaim system
6 Months 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)
6 Months Ago
Horse costume lods
6 Months Ago
Move drop backpack to `WoundedStartSharedCode()`
6 Months Ago
Fix drop backpack for wounding not being called when the player is set to crawling
6 Months 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"
6 Months Ago
Removed OnDied(null) in BaseCombatEntity AdminKill, was added when refactoring corpses spawning
6 Months Ago
merge from softcore_update/deployable_corpse
6 Months Ago
Handle all default items, not just rocks and torches
6 Months Ago
Corpse spawning checks fixes
6 Months Ago
Range checks, wip
6 Months Ago
Chicken costume burst cloth setup
6 Months Ago
Ensure rocks, torches and other starting items are never reclaimed
6 Months Ago
6 Months Ago
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
6 Months Ago
removed unnecessary NoAlias attribute
6 Months Ago
fixes and tuning improvements - corrected indexing mistakes that caused water to flow generally eastwards and slope angle to just be wrong - water height threshold to stop ocean eroding seafloor - sediment depositing uses timestep to help tuning be more consistent - cleanup