reporust_rebootcancel

115,314 Commits over 3,959 Days - 1.21cph!

9 Days Ago
merge from hackweek_automatedtesting
9 Days Ago
Forgot the #if SERVER
9 Days Ago
Added seismic sensor tests Few turret tests fixes
9 Days Ago
Split the meat processing FX into two; human corpse and other flesh.
9 Days Ago
WIP batch prop renderer window
9 Days Ago
Bomeliads / cleaned up all textures
9 Days Ago
Turret tests, cleanup
9 Days Ago
editor_losdraw_convars -> main
9 Days Ago
Codegen
9 Days Ago
updates to snackhub viewmodel prefab, animation and animator updates
9 Days Ago
Can now sell honey to Bandit Camp (same idea as fertilizer)
9 Days Ago
Fixed error when running async test method with more than one TestMethodAsync attribute
9 Days Ago
Fixed Z and X rotation so it can be mounted until I have a way to turn rigidbody off when not mounted (or some other solution to it immediately falling over and being unmountable)
9 Days Ago
Beehive LOD0 and WIP textures. Bzzzzzzzzzzzzzzzzz
9 Days Ago
Corpse ingestion FX & gib files.
9 Days Ago
Fixed test runner still considered as busy after finishing the test run
9 Days Ago
fixed tire falling through the floor
9 Days Ago
Updated Triangle Railroad Planter prefab
9 Days Ago
Triangle Rail Road Planter Game Manifest Build
9 Days Ago
Rename all classes to get rid of "Custom" prefix
9 Days Ago
Fix #CLIENT compile errors and refactor some methods
9 Days Ago
Add all new classes into `Rust.Modding` namespace
9 Days Ago
Rename ItemManager.IndexBlueprints() -> ItemManager.UpdateIndex()
9 Days Ago
Sum up the comfort values of different comfort deployable triggers your player is inside of. Previously, only the highest value was taken. This means that you can place a rug and a bear rug next to eachother and get 75% comfort, when before you would only get 50%. Being next to 2 bear rugs however will mean you only get 50% comfort, the same deployable will not stack.
9 Days Ago
Fix line not getting commited
9 Days Ago
Only print json from `test_custom_items` command in the editor
9 Days Ago
Fix bugs Allow ItemMod changes differentiate between null (no change), enabled = false (destroy) and enabled = true (create)
9 Days Ago
cookingv2 -> bees
9 Days Ago
merge from main
9 Days Ago
LOS tests, split into two tests - first generates random test cases from a basic setup - second loads the saved set of failing cases (created by running first test with a convar on)
10 Days Ago
Rewrite a bunch of stuff and move files around - everything is now treated as an optional parameter - can specify a "TemplateItem" if you want to base your custom item off another one - fixed Newtonsoft.Json not handling serialization of vectors and colors
10 Days Ago
Still falls through the world but at least I can mount it now
10 Days Ago
merge from hackweek_automatedtesting
10 Days Ago
Compile fix
10 Days Ago
merge from hackweek_automatedtesting
10 Days Ago
More turret test coverage
10 Days Ago
Flower arranging vases, place cosmetic flowers into vases to arrange and display your flowers. Inventory order changes arrangement. Added new vase deployable item. Added Vase class. Added flower id protobuf and serialization. Added ItemModCosmeticFlower, applied to cosmetic flowers.
10 Days Ago
LS scene changes (can be replaced as mostly deletes)
10 Days Ago
merge from jungle foliage
10 Days Ago
material tweaks to decal/moss
10 Days Ago
Make sure to clear all fixtures testqueue when cancelling a test run
10 Days Ago
Added IO line support
10 Days Ago
- Fixed door controller - Broke lock
10 Days Ago
Image slider in Abyss view
10 Days Ago
- Added lock and door controller support - Added increased protection to the front of the drawbridge
10 Days Ago
Ensure open/close door takes priority
10 Days Ago
launch site trees set dressing++
10 Days Ago
some materials decal layers changes
10 Days Ago
Manifest
10 Days Ago
Fixed bug preventing open/close option being replaced by pickup