reporust_rebootcancel

138,011 Commits over 4,505 Days - 1.28cph!

14 Days Ago
Fix some issues with the pool table reset game interaction checks Participants can always reset, other players only when the table has been idle for 5 minutes, don't require build priv Only show the "processing" interaction to participants Fix duplicate bone name
14 Days Ago
pool table - added guide mesh with balls on it for QoL placement - updated deploy prefab - removed unused / unreferenced old guide prefab
14 Days Ago
puzzle test case (cardreader + fuse doesn't reset)
14 Days Ago
Bar Stools - Updated colliders, created and setup worldmodel prefabs
14 Days Ago
pool table - added gibs - updated prefab gibbable
14 Days Ago
Enable require build priv on pool table pickup
14 Days Ago
Cow and sheep animation speed updates
14 Days Ago
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
14 Days Ago
Fixed lighting/camera setup in sculpting dialog
14 Days Ago
built several electrical puzzles and a kinematic puzzle to test what we have and how to use them
14 Days Ago
merge from main :)
14 Days Ago
Fix shields being visible when they shouldnt be + melee throwing bugs
14 Days Ago
merge from main
14 Days Ago
making all ladder hatches have unique uv's
14 Days Ago
textures
14 Days Ago
Merge from main
14 Days Ago
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
14 Days Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
14 Days Ago
Manifest, fixes launch issue
14 Days Ago
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
14 Days Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
14 Days Ago
Fix normals in edit mode
14 Days Ago
corrected edit mode initialization and stopped BindRendererBounds from stomping mbp
14 Days Ago
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
14 Days Ago
Merge from main
14 Days Ago
center block from sculpture setup data in dialog creation
14 Days Ago
mbp instead of material instance
14 Days Ago
Use geo clip terrain normal sampled in vertex shader
Rin
14 Days Ago
merge from PlayerMaintainedMonuments/powergrid
Rin
14 Days Ago
Supermarket fridge loot pass s2p
14 Days Ago
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
14 Days Ago
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
14 Days Ago
Add new packed textures
14 Days Ago
Tanker module can now accept a different max stack size just for crude - 2000 (but exposed on module for easy changes) Crude is now extracted via a Take button in the vehicle UI, will need to be pressed once for every stack (so if it's full you'll click it 4 times)
14 Days Ago
Stone sculpture shader rewrite Packed and reduced required textures to 4 Massively reduce samples from ~44 to ~13 (removed blur, combined triplanar samples, packed textures) Use only axis alignment curvature as the most visually consistent Chisel progress is driven by distance from centre Brought back EditMode colours Removed unused shader variants branches Removed redunant parameters and ops
14 Days Ago
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
14 Days Ago
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
14 Days Ago
Merge from lootspawn_stack_fix
14 Days Ago
Merge from main
14 Days Ago
Merge from JulQuickfire_balane1
14 Days Ago
Merge from videoplayer_volume
14 Days Ago
Merge from lunar_masks_wolf_headress
14 Days Ago
Merge from main
14 Days Ago
Fixes
14 Days Ago
Sheep setup Fixed interact colliders on animals affecting navmesh bakes
14 Days Ago
Shift up the second hotbar so it matches inventory placement
14 Days Ago
Setup calf with proper model
14 Days Ago
merge from main -> editor_hotbar_swap
14 Days Ago
merge from fix_instantiate_persistant_setactive -> main
14 Days Ago
Fix editor printing errors in ItemIcon.OnEnable() and QuickCraft.OnEnable() - caused by an editor optimization to not create copies of single use prefabs (GameUI) - however GameUI is cursed and called SetActive() from inside Awake() which caused OnDisabled() to not be called, causing some of the UI prefabs to get into weird states - kept the optimization but locked it behind an editor pref for now until it can be properly fixed