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131,934 Commits over 4,262 Days - 1.29cph!

12 Months Ago
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12 Months Ago
exported 3p shield anims correctly and turned 'write defaults' back on for the metal shield idle in player animation controller
12 Months Ago
Fix scientist corpse prefab ID not being updated after folder move
12 Months Ago
replaced greybox volumes with the wip floor kit in ruins
1 Year Ago
merge from xmas2024
1 Year Ago
ice sculpture sound import settings
1 Year Ago
ice sculpture sounds
1 Year Ago
Fixed priority of block impact anims so they don't go via the idle state
1 Year Ago
Fixed left hand driven camera animation not working when shields are active
1 Year Ago
Split "Save Backpack Holster" option on HeldEntity inspector into two options, "Save Scene Position as Holster" and "Save Scene Position as Backpack Holster" Added a "Save Holster Info to Prefab" button that copies the current holster values to the prefab asset Don't show any of these options on Held entities if they are not in the scene (they would have failed anyway)
1 Year Ago
Adjust shield holstered positions Removed some placeholder anims
1 Year Ago
Disable write defaults on shield idle
1 Year Ago
Merge from main
1 Year Ago
Fixed car shredder in the junkyard using a borked shadow proxy. Junkyard S2P
1 Year Ago
Maybe fix for miner hat issue, not sure. Couldn't reproduce it.
1 Year Ago
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1 Year Ago
- only regenerate previous/target weather textures if the states change - do moon lighting - add convar to force a cloud config - other shader adjustments
1 Year Ago
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1 Year Ago
Merge from /deluxe_christmas_lights_emission/xmas_light_uncrappification/ (MeshLOD removal.)
1 Year Ago
Just run the LOD0 mesh instead of LODMesh scripting every instance -- to test incompatibility. Probably wasn't even worth the CPU overhead anyway.
1 Year Ago
added worldmodel prefabs for the knight armour, added knight armour viewmodel prefab
1 Year Ago
updated battering ram anim, new states in animator, more build up in attack anim
1 Year Ago
Make scientists reposition when they realize they are flanked
1 Year Ago
Update: borked linux ServerProfiler.Core It gets loaded, but fails to find an entry point, so it just falls over. I'll continue tomorrow. Tests: built a standalone linux server and tried launching in via WSL - my profiler script throws an exception
1 Year Ago
Fix covers not facing the right way when converted from a prefab local space to world space
1 Year Ago
When waiting in cover, scientist face the side they think you'll come from instead of facing the wall This also helps sneaking up on them when flanking from the opposite side
1 Year Ago
Fixed ServerGib editor NRE
1 Year Ago
Better error message when RustTextFixture.SpawnEntity failed
1 Year Ago
Fixed FindPrefabPathsByLabel NRE
1 Year Ago
Added BaseCombatEntity tests, spawn and kill every BaseCombatEntity prefabs in the project
1 Year Ago
Updated knight armour textures, materials and meshes, updated skinning. added male and female helmet.
1 Year Ago
Only show zoom toast after they hold ADS down for 3 seconds
1 Year Ago
Change toast cooldown from 15m -> 5m
1 Year Ago
Add toast to variable zoom scope - will prompt you on hotkeys to zoom up and down - will stop showing once you click the button 5x
1 Year Ago
merge from main
1 Year Ago
Codegen Tests
1 Year Ago
Battering ram audio minor change
1 Year Ago
merge from fix_telephone_grid -> main
1 Year Ago
Fix telephone using the numbered grid instead of letter grid
1 Year Ago
merge from main
1 Year Ago
Update: ServerProfiler.Core separates platform specific code Required for Linux support - still figuring out how to organize msbuild projects Tests: took spanshot in Editor's Craggy, and did a couple start-stops of playing to ensure no errors
1 Year Ago
Fixed methods being renamed OnDiedByPlayer
1 Year Ago
test meshes
1 Year Ago
testing setup for fitting marching cubes to mesh
1 Year Ago
Various fixes about the colour buffer not being resized or copied correctly
1 Year Ago
Added a fresh OnKilled() method inside BaseNetworkable which is actually called OnKilled()
1 Year Ago
Added first pass jungle ruin floor kit. Updated assets gym with jungle ruin kits.
1 Year Ago
Rename Entity profiler back to OnKilled()
1 Year Ago
merge from main -> fix_telephone_grid
1 Year Ago
Replace BaseCombatEntity::OnKilled() with BaseCombatEntity::OnDied() Since when you Kill an entity OnKilled isnt called, its only called on Die() so its way less confusing to be actually named that