reporust_rebootcancel

141,820 Commits over 4,413 Days - 1.34cph!

10 Days Ago
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
10 Days Ago
Merge: from main
10 Days Ago
Clean: consolidate player-related state cache growth to AddToPlayerCache Tests: compiles
10 Days Ago
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10 Days Ago
Clean: make the code clearer around maintianing packed order Using better names for vars, easier to understand ifs and a safety assert Tests: compiles
10 Days Ago
Harbor_2 altered the path of cargoship to allow for a wider corner on exit Harbor_2 s2p
10 Days Ago
Merge from workbench_upgrades
10 Days Ago
Merge from main
10 Days Ago
actually tick the save
10 Days Ago
Disable colliders on comfort/accelerated visuals. Add test save with all benches maxed out.
10 Days Ago
updated icons and updated manifest - still waiting for textured versions of prototype and defence before finalising their icons too
10 Days Ago
merge from main
10 Days Ago
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
10 Days Ago
Update(tests): add TestMovePlayer - bugfix for missing to copy an extra tick/reset point in TickInterpolatorCache.MovePlayer - added more docs to StableObjectArray Tests: ran new unit test
10 Days Ago
Fix suggestions holder overriding the selling item everytime for no reason
10 Days Ago
Fixed some input box text areas from sometimes being offset to the right whilst typing in them
10 Days Ago
Use hud input instead
10 Days Ago
Prevent clicking in a vending entry input field from using a hotbar weapon
10 Days Ago
merge from lightfixture_refresh_recovery
10 Days Ago
merge from custom_item_fixes
10 Days Ago
created and added gibs for protoype and defensive upgrades - updated visual prefabs
10 Days Ago
Fix custom item icons / names not getting preserved when splitting a stack of items Prevent items with different custom icons / names from stacking together Fix regular icon being used instead of custom when dragging item from the splitter UI
10 Days Ago
Merge from main
10 Days Ago
Optim: replace BasePlayer.SparsePlayers with PlayerCache.Objects now that indices always match packed order Tests: 2p on Craggy with disconnects of 2nd player
10 Days Ago
New trims for apartment room interiors. Set up materials for penthouse apartment. Initial first pass of material application for penthouse apartment. Very WIP.
10 Days Ago
io table too
10 Days Ago
added gibs for accelerated and range upgrades added collision for accelerated, range, defensive and prototype
10 Days Ago
Updating skinning for shorts
10 Days Ago
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
10 Days Ago
Setup remaining item->visual links
10 Days Ago
Updating tank top skinning
10 Days Ago
Updating skinning for male underwear
10 Days Ago
merge main -> rust_server_relay
10 Days Ago
merge from main
10 Days Ago
Altered placement of a ladder in Harbor_2 as it stood too close to Cargoship path
10 Days Ago
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
10 Days Ago
Added an example OneShotAnimationSubSystem for handling event driven animations
10 Days Ago
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
10 Days Ago
Added a TwoAnimBlend example
10 Days Ago
Add general fade in/out support
10 Days Ago
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
10 Days Ago
Fix primitive object hole assets front/back faces Change gizmos to use transform Move terrain shader from front of queue to back for now Remove stencil writing from terrain depth prepass Restore original terrain stencil state Remove holemap Add debug option to hole shader to see front/back faces Subinstance culling with degen triangles Sample terrain height in hole vertex for high res interpolation and discard in fragment if above terrain Automatically start depth prepass when TerrainHoleRenderer is active
10 Days Ago
Industrial Autoturret - GIBs, icon, prefab setup
10 Days Ago
- Fixed mortar UI not scaling with wide screens - Removed mounted protection from mortars - Fix mortar shells LOD culling - Space out sockets to fix handle hanging off edges + being able to shoot through walls. - Play other fire impact vfx - Fix mortar handle clipping into ground (because it length is now controlled by the animator)
10 Days Ago
Merge from elevator_fixes_apr_26
10 Days Ago
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Allow elevator cables to update while offscreen
10 Days Ago
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10 Days Ago
added and created lods for both prototype and defensive upgrades. updated visual prefabs