reporust_rebootcancel

140,196 Commits over 4,536 Days - 1.29cph!

2 Months Ago
removed duplicated mushrooms wallpaper spec. added glowing space carpet. tweaked emissive textures on all glowing carpets with slight hue shift
2 Months Ago
Fix tugboat doors or siegetower doors not being raidable outside raid window
2 Months Ago
Glowing wallpapers - texture update second try please unity
2 Months Ago
Glowing Wallpapers - texture and config updates
2 Months Ago
WIP meshes of other stacked terminal stages - not finished, will resume after hols
2 Months Ago
Fixed softcore modal typos
2 Months Ago
raid_window_fixes -> main
2 Months Ago
Fixed a loophole allowing frame insert items to be damaged
2 Months Ago
merge from main
2 Months Ago
Glowing Wallpapers - initial config for graffiti walls, updates to foxfire wall and ceiling
2 Months Ago
Null guard raid status window
2 Months Ago
Show a toast when MLRS can't be fired (due to softcore)
2 Months Ago
Fix SiegeTowerDoor not being breakable in softcore outside a raid window
2 Months Ago
WIP new 3p anims setup
2 Months Ago
hooked up steamid unlock
2 Months Ago
Change instantiate approach so the script can be removed from rack-mounted world models too
2 Months Ago
sprays
2 Months Ago
adding trolley monument blocker
Rin
2 Months Ago
merge from clan_bugfixes
Rin
2 Months Ago
merge from m16a2_bullet_eject
2 Months Ago
Converted WorldModelRackMountConfig to a PrefabAttribute. World models no longer all have their own instance of this script at runtime.
2 Months Ago
merge rust_relay_server -> main
2 Months Ago
Add additional details to websocket connection url
2 Months Ago
CRLF to LF for Grain.hlsl, GrainBaker.hlsl, and ScreenOverlay.hlsl
2 Months Ago
Moving all calls to VolumeStack.GetComponent from the Render method to the Record method of the ColorLutPass
2 Months Ago
Setup postprocess render scale and change passes to use scaled buffer size
2 Months Ago
Deinitializing the VolumeManager instance on the RustRenderPipeline Dispose method
2 Months Ago
Exporting prototype turn animations
2 Months Ago
merge rust_relay_server -> main
2 Months Ago
removed duplicated startup logic
2 Months Ago
Enabled GPU instancing for blocker materials. More work on stacked terminals stage 1
2 Months Ago
Use lower network range on a bunch of apartment entities / furniture
2 Months Ago
Merge from main
2 Months Ago
re-add stomped audio prefabs
2 Months Ago
Fixed merge from pre-merge commit
2 Months Ago
subtract screwed up merge so we can try again (apartment_complex_core turned into a prefab variant of a water barrel??)
2 Months Ago
Fixed VMO errors on server restart
2 Months Ago
Added a close shop option to the rentable shop, immediately closes the shop and transfers all inventory to the player immediately
2 Months Ago
merge from main/apartment_complex_monument
2 Months Ago
Can now access admin panel from anywhere when looking at a rentable shop if the shop is open (still need to look at the contract sign to open a store)
2 Months Ago
InitialScrapFee 260 -> 100 Required hours of rent upfront 24 -> 12 Default cost to open a store is now 220 (was 500) Fixed some inconsistencies on the open store dialog for hours of rent required
2 Months Ago
merge from prototype -> apartment_complex_monument
2 Months Ago
Fix the second safezone check inside Hurt() blocking damage when inside apartment room - the check that prevents players inside a safezone damaging players outside a safezone - this should be handled inside the first safezone damage check
2 Months Ago
merge from cannon_mortars_subsystems
2 Months Ago
Fix mortars getting stuck in firing loops in demos
2 Months Ago
Make the safezone checks in OnAttacked() only run on the server in CLIENT + SERVER mode (as it's confusing when it runs on client entity but coincidentally does nothing)
2 Months Ago
test spray
2 Months Ago
Fix players being marked as hostile the second they leave their apartment room because the timer for holding their weapon was counting up inside the room
2 Months Ago
Fix TriggerSafeZoneOverride not being partial
2 Months Ago
Add `clearhostile` command to reset your hostile timer - refactor `MarkHostileFor()` by adding `SetHostileDuration()` so I can clear hostile time instead of only adding onto hostile time