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134,104 Commits over 4,444 Days - 1.26cph!

17 Days Ago
Fix ballistic and BDU clothing missing from conveyor filters
17 Days Ago
Updated prop renderer transforms for workshop gloves
17 Days Ago
deleted blockout mesh in folder
17 Days Ago
1p and 3p attachment positional updates
17 Days Ago
Turret uses burst fire if attached gun is forced to use burst fire mode
17 Days Ago
Fixed egg suit's wrong orientation in paint mode
17 Days Ago
Fix electric furnace reskin not preserving attached storage adaptors Re-enable PreserveChildrenWhenReskinning but manually kill the child io entity so it gets recreated
17 Days Ago
Fix a IOEntity.Reskin_Restore NRE when reskinning to paintable window
17 Days Ago
Converted ceiling light, smart switch, fuse
17 Days Ago
merge from main
17 Days Ago
merge from excavator_light_fix
17 Days Ago
Fix static SimpleLight broken material on LOD1, further fix plight.backup.off S2P both oil rigs, sewer branch, harbor 1, excavator
17 Days Ago
Cobalt Statue - Minor texture and material edits (concrete pedestal)
17 Days Ago
shadow fix's for new anim content
17 Days Ago
move scoring to in-world screen to prepare for chalkboard, scoreboard working for 1p and 2p games, - refactored to keep track of scores per turn, for better easier handling on scoreboard and coming in/out of network range fixes to 2player games - no longer have to wait for both players to register to the game, only 1 is needed. - 1st player takes their turn, then the next player to mount registers as 2nd player and takes their turn afterwards - fixed nonregistered players being able to play/mount, and added convar for being able to play 2p against yourself (for debugging) - various other fixes
17 Days Ago
Removed non HeldEntity error log from ItemModEntity::OnRemove, we have a few legit non HeldEntity using this (weapon attachments)
17 Days Ago
merge from main
17 Days Ago
Setup Keyboard Folder Structure Imported Keyboard Viewmodel and Textures Setup Keyboard Materials and Viemodel FBX
17 Days Ago
merge from pool_analyzer_non_caching_methods
17 Days Ago
Update Rust.CodeAnalyzer again - switched the way methods are marked to an attribute [PoolAnalyzerNonCaching] Mark all RPC method overloads with it Update Rust.SourceGenerator.Rpc to add it to the autogenerated RPC methods too
17 Days Ago
Clean: remove NetWrite.BytesWithSize(byte[]...) overloads Tests: editor compiles
17 Days Ago
Clean: remove acouple obsolete things - Get rid of IStreamReader/Writer - they're not used anywhere - get rid of NetWrite.Bytes(byte[]) overload - superceded by Bytes(ReadOnlySpan<byte>) Tests: editor compiles
17 Days Ago
- renamed wordmodel - added static (linked) mesh to worldmodel prefab - removed rail from renderers (hidden) in worldmodel prefab - updated weapon rack to large pegs
17 Days Ago
Industrial Storage - closed gaps under barrels and adjusted distance to floor
17 Days Ago
More fixes to viewmodel mag & shell visibility
17 Days Ago
Update Rust.CodeAnalyzer Brings an upgrade to the pool static analyzer, letting us mark certain methods as "non-caching" via .editorconfig - for example ClientRPC / ServerRPC are guaranteed to not cache or free pooled arguments. Doing so tells MissingFree to keep analyzing after calls to that method (instead of treating the pooled variable as escaped). This found 6 pool leaks which are also fixed in this commit (inside BasePlayer-Spectating, BasePlayer-MapInfo, DisplayingBoxStorage, GrowableEntity-Server, WireTool, IndustrialConveyor).
17 Days Ago
Cleanup, remove legacy IO code of already converted entities
17 Days Ago
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17 Days Ago
Converted NeonSign to the new IO system
17 Days Ago
Merge from m16a2
17 Days Ago
- Fix simple handmade sight not enabling sight rail - Fix some sights not always enabling sight rail on viewmodel - Fix sight rail not always showing when holstered on back - Fix worldmodel using the LR300 mesh
17 Days Ago
merged from tovector3_parse_format_fix
17 Days Ago
Viewmodel fixes - re-added shell to chamber - adjusted visibility settings of mag1 during alt reload
17 Days Ago
Deploy animation updates
17 Days Ago
merge from additional_hairstyles
17 Days Ago
Tied back capmask fixes
17 Days Ago
Client compile fix.
17 Days Ago
Reduced the extra Replace alloc as suggested by Dan, added instead a fallback indexof lookup
17 Days Ago
Hair colour balance pass
17 Days Ago
merge from industrial_dlc
17 Days Ago
Use HasGreatlyChanged() for temp and comfort
17 Days Ago
Removed the legacy electricity IO queue
17 Days Ago
Charity Plushie setup
17 Days Ago
Adjusted auburn crewcut material
17 Days Ago
Only set metabolism has changed provided there has been a slight variation rather than an exact one. This prevents HasChanged() from firing if its like a 4th decimal place that changes
17 Days Ago
Fixed Vector3 parsing in formats such as "10 10 10" (it's now 1:1 to the old behaviour) https://files.facepunch.com/raul/1b0111b1/vec3_parse_test.png
17 Days Ago
Update vm attachment prefab to use complete new FBX asset
17 Days Ago
edited 3p relaxed gun pose on weapons that spawned npc's use. Lr300, M429, military flame thrower, minigun, mp5,sap, spas,
17 Days Ago
.meta files
17 Days Ago
Merge from M16A2