reporust_rebootcancel

141,069 Commits over 4,383 Days - 1.34cph!

2 Days Ago
merge from radtown_gate_pink_fix
2 Days Ago
Updating gloves skinning
2 Days Ago
Merge from main
2 Days Ago
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...) Some refactoring
2 Days Ago
Rewrite MitigateSphereCapsuleCommands to run both capsule/sphere commands in parallel - gamephysics/antihack consistency tests pass
2 Days Ago
Wetsuit female fixes
2 Days Ago
Merge from workbench_upgrades
2 Days Ago
Merge from main
2 Days Ago
Merge from nvidia_options_fix
2 Days Ago
Added the Rust.DLSS namespace back to the DisableIfDlssNotSupported script to fix a compile error
2 Days Ago
Merge from main
2 Days Ago
Anim bug fix and general polish pass
2 Days Ago
merge from main
2 Days Ago
Reduced noise of peeling paint in XL metal and rust kiosk trims
2 Days Ago
Merge from main
2 Days Ago
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
2 Days Ago
tweaked bed lod values, set texture flags, col tweaks
2 Days Ago
quick level save before playground area start
2 Days Ago
placed the new bed prefabs into apartments, removed temp ones
2 Days Ago
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
2 Days Ago
tweaking the radtown gate prefab and materials to solve pink shenanigans radtown s2p
2 Days Ago
merge from main
2 Days Ago
merge from deepsea_loot_balance
2 Days Ago
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
2 Days Ago
Fixed tropical islands spawngroups respawning loot on top of each other
2 Days Ago
Colour code handles based on their sub system ownership
2 Days Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
2 Days Ago
Add support for showing sub systems
2 Days Ago
Reset the chair tester
2 Days Ago
Merge from player_model_anim_inspector
2 Days Ago
Merge from parent
2 Days 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?)
2 Days 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
2 Days Ago
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
2 Days Ago
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
2 Days Ago
Fix animation assignments being backwards, disable pitch curve for now.
2 Days Ago
Show server country codes. This time taken via geolocation
2 Days Ago
Setup new binocular shader: lens distortion, fresnel and glare
2 Days Ago
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
2 Days Ago
Updated eyelash material
2 Days Ago
Don't run upkeep for non-rented apartments
2 Days Ago
Initial random eye colour tests, samples a gradient from the dye set so colours natural-ish
2 Days Ago
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
2 Days Ago
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2 Days Ago
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2 Days Ago
merge from fix_c4_deployable_damage -> main
2 Days Ago
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3 Days Ago
Fix C4 & satchels doing 2x damage to the deployable it's attached to - was doing splash damage + direct damage to the entity it's parented to if it was a deployable (stuff like workbenches, not building blocks, doors or anything you would be raiding) - fixed by skipping splash damage on the entity it's attached to so it only does direct damage
3 Days Ago
merge from dump_prefabpreprocess -> main
3 Days Ago
Add `dumppreprocess` to specifically dump the list of prefabs inside prefabpreprocess & their component counts - will also be included when running full `dump` command