reporust_rebootcancel

110,878 Commits over 3,897 Days - 1.19cph!

14 Days Ago
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
14 Days Ago
Map backup
14 Days Ago
XMasLight shader: use BaseEmission as minimum brightness in animation, and add animation curve
14 Days Ago
Manifest fix
14 Days Ago
Parent merge
14 Days Ago
Fixed fish traps not working after a server restart if they were loaded with bait before the server saves
14 Days Ago
Remove disabled boombox model in car radio store preview prefab Manifest rebuild
14 Days Ago
Merge from primitive
14 Days Ago
Backups
14 Days Ago
Various bulb improvements. Added an LOD1. (MeshLOD)
14 Days Ago
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14 Days Ago
Regenerated fonts
14 Days Ago
Include the font update in the phrase update process
15 Days Ago
Enabled xmas event Enabled xmas tree craft Enabled ice walls low and high Enabled xmas portals Enabled xmas airdrop Enabled xmas advent calander craft Switched Burlap Sack to xmas edition Enabled ginger bread building skin Enabled xmas decor at compount Enabled xmas decor at bandit camp Network++ Ho-Ho-Ho
15 Days Ago
Removed the mass enabling/disabling of all TMP texts when opening/closing the main menu, hud and inventory Saves around 40ms and reduces GC allocation by 200kb every time the main menu is opened
16 Days Ago
Regenerated Chinese, Korean and Japanese static fonts Added empty dynamic fallback fonts for each of them Cleaned up the fonts folder (without breaking the community UI this time)
16 Days Ago
Baseline of a tool generating static fonts based on localization content
16 Days Ago
Fix wolves not fleeing when damaged when their target is inside a safe zone
16 Days Ago
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16 Days Ago
merge from main
16 Days Ago
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
16 Days Ago
Clean up aim code
16 Days Ago
Fix invis NRE when invis player is killed
16 Days Ago
More CPR on the ancient christmas lights and their weirdo shader. Test save for Dayaan.
16 Days Ago
Fixed car radio not saving it's current radio station through a server restart or when reocnnecting to a server
16 Days Ago
Merge from main
16 Days Ago
WIP support for adjusting r_prop bone on the hands layer shield blocking state, values need to be cached per affected weapon via the new ShieldHeldEntityOffset component
16 Days Ago
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17 Days Ago
Added support for layers and per-instance colors to the indirect instanced renderer
17 Days Ago
merge from main
17 Days Ago
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17 Days Ago
- added test holdtype folders (1h/2h melee, bow, lr300) - added v4 rustplayer mask - setup hatchet 3p anims (updated melee overide controller) - updated hatchet.entity (removed offsets and set to attach to r_prop) - setup 2h 3p anims (updated sword overide controller) - updated longsword.entity (removed offsets and set to attach to r_prop) - updated lr300.entity (removed offsets and set to attach to r_prop) - added v4 player update loadout
17 Days Ago
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default) When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
17 Days Ago
Increase cloud atmospheric haze with TOD_Fogginess
17 Days Ago
Better SocketMod_InWater gizmos Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
17 Days Ago
Texture Update for Ballista
17 Days Ago
Added bounds handles for deploy volumes as well
17 Days Ago
Clean: reduce code duplication for BasePlayer.WaterFactor Tests: none, trivial change
17 Days Ago
Indirect Instancing: - Remove delegate callbacks to avoid allocations at all costs - Lots of clean-up / Removed some ugly hacks - Use proper namespace namespaces - Use a camera component for proper resource management - Prefix all profiler regions with "Indirect." for an easy overview
17 Days Ago
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17 Days Ago
initial support for per-tool carving settings - separated mask of carving modes and settings for shapes / sizes - only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons
17 Days Ago
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17 Days Ago
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17 Days Ago
Changed the "GiveItem failed!" error toast so it no longer pops on top of the inventory
17 Days Ago
set up v4 unarmed anims in player animator
17 Days Ago
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17 Days Ago
Rest of v4 unarmed anim set exports
17 Days Ago
merge from primitive
17 Days Ago
vm mini crossbow rig updated also deploy and admire animation edits