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123,361 Commits over 4,171 Days - 1.23cph!

12 Days Ago
More splat set stuff.
12 Days Ago
Progress
12 Days Ago
Merge from main
12 Days Ago
Place entrance & exit ports based on the loot direction of the map - entrance to deep sea should be on the T2 side of the map - exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean - example: leave left side of map, enter on right side of ocean
12 Days Ago
update deep_sea/portals
12 Days Ago
Include all the other prefabs updated when generating manifest
12 Days Ago
Update manifest
12 Days Ago
Fix compile errors
12 Days Ago
Update protobuf
12 Days Ago
Commit AK FBX that keeps being reserialized
12 Days Ago
merge from deep_sea/portals -> deep_sea
12 Days Ago
Codegen
12 Days Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
12 Days Ago
Codegen after merge
12 Days Ago
Merge from s2p_flatten
12 Days Ago
Run scene2prefab (skip HLOD)
12 Days Ago
merge from naval_update -> deep_sea
12 Days Ago
merge from main -> naval_update
12 Days Ago
Fix train tunnel entrances not linking up properly
12 Days Ago
Bunch of work to get the portals working - entering the portal as a player or as a vehicle will instantly teleport the the opposite side - portals are spawned at runtime and sized to the size of the island - portals can be spawned at any of the 4 cardinal directions of the island - for testing leave the island from the north side and enter the deep sea on the south - will be spawned 200m from the edge of the deep sea (in the center of the ocean for testing) - teleport the player the frame after they enter since making the player sleep deletes the rigidbody immediately and unity doesn't like deleting physics objects inside the callback they enter the trigger (later this will be hidden by effects) - refactor the name of some code to make it nicer - portals will show as big green boxes to make testing easier, can be toggled with `deepsea_portals_visible` convar - fix PointEntity<T> not intializating the singleton instances as soon as possible
12 Days Ago
merge static field reset code gen improvements back to main.
12 Days Ago
adjust xl picture frame placement bounds (can now place in triangle wall corner)
12 Days Ago
Add support for constructors in ResetStaticFields, handle arrays initializers with Unity struct types.
12 Days Ago
Fix objects flagged as not allowing flattening being deleted when a parent is deleted
12 Days Ago
Remove testing model for collider placement from mannequin
12 Days Ago
Progress & terrain files.
12 Days Ago
merge from vclouds_default_enable
12 Days Ago
Change portal GUID since it somehow conflicts with the island prefab GUID
12 Days Ago
PT Boat progress
12 Days Ago
gunshot_network_range_improvements -> main
12 Days Ago
Remove logs
12 Days Ago
Bolty and l96 can be heard from up to 700~ meters away Max before was around 350
12 Days Ago
Fixed breakdown button loc
12 Days Ago
Fixed boots being in the wrong order in the skin viewer
12 Days Ago
merge from skinviewer_boots_fix
12 Days Ago
Tilesets.
12 Days Ago
decor_lighting_dlc -> main
12 Days Ago
syncvar_load_fix -> decor_lighting_dlc
12 Days Ago
Fix some syncvars not loading in properly
12 Days Ago
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12 Days Ago
merge from decor_lighting_dlc
12 Days Ago
Fixed bulb string lights and fairy lights not working in builds
12 Days Ago
Allow placement of ceilling lights on rocks
12 Days Ago
Add parrelsync so i dont need to redownload the rust project to have two editors
12 Days Ago
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12 Days Ago
Set chandelier last length default value to -1
12 Days Ago
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12 Days Ago
fix mannequin LODs, remove ability to lock mannequin