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141,836 Commits over 4,413 Days - 1.34cph!

9 Days Ago
Updated binoculars following refresh merge
9 Days Ago
matched the ak's, blowpipe, blunderbus, bolt rifle and compound bow holster position to main
9 Days Ago
merge from clearance
9 Days Ago
Tidy up upgrade icon display in workbench vital now we've got human-made icons
9 Days Ago
Merge from hierachy_optim
9 Days Ago
Context menu to cache visual position. Remove ServerCull from visual point transform hierachy. Setup realmedremove, strip the whole visual point hierachy for client+server
9 Days Ago
NeedsKeyboard cleanup
9 Days Ago
Updated NeedsKeyboard to work with the new input system
9 Days Ago
Reapplying meta file changes
9 Days Ago
Auto update keys.cfg file to use the new names Updated keys_default.cfg
9 Days Ago
Changed to using the shadow strength directly as the shadow caching flag
9 Days Ago
Potential fix for "stop can only be called on active agent on navmesh" spawm
9 Days Ago
Potential fix for ghostship scientists endless recursion
9 Days Ago
CodeGen for adding back Shadow Caching ConVars
9 Days Ago
exported edited 3p jump anims
9 Days Ago
FpStandaloneInputModule now inherits InputSystemUIInputModule UI is working
9 Days Ago
merge from weapon_refresh_salvaged_cleaver
9 Days Ago
merge from radtown_gate_pink_fix
9 Days Ago
Updating gloves skinning
9 Days Ago
Merge from main
9 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
9 Days Ago
Rewrite MitigateSphereCapsuleCommands to run both capsule/sphere commands in parallel - gamephysics/antihack consistency tests pass
9 Days Ago
Wetsuit female fixes
9 Days Ago
Merge from workbench_upgrades
9 Days Ago
Merge from main
9 Days Ago
Merge from nvidia_options_fix
9 Days Ago
Added the Rust.DLSS namespace back to the DisableIfDlssNotSupported script to fix a compile error
9 Days Ago
Merge from main
9 Days Ago
Anim bug fix and general polish pass
9 Days Ago
merge from main
9 Days Ago
Reduced noise of peeling paint in XL metal and rust kiosk trims
9 Days Ago
Merge from main
9 Days Ago
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
9 Days Ago
tweaked bed lod values, set texture flags, col tweaks
9 Days Ago
quick level save before playground area start
9 Days Ago
placed the new bed prefabs into apartments, removed temp ones
9 Days Ago
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
9 Days Ago
tweaking the radtown gate prefab and materials to solve pink shenanigans radtown s2p
9 Days Ago
merge from main
9 Days Ago
merge from deepsea_loot_balance
9 Days Ago
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
9 Days Ago
Fixed tropical islands spawngroups respawning loot on top of each other
9 Days Ago
Colour code handles based on their sub system ownership
9 Days Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
9 Days Ago
Add support for showing sub systems
9 Days Ago
Reset the chair tester
9 Days Ago
Merge from player_model_anim_inspector
9 Days Ago
Merge from parent
9 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?)
9 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