reporust_rebootcancel

141,689 Commits over 4,413 Days - 1.34cph!

2 Days Ago
merge from automated_testing
2 Days Ago
Make sure vehicles have mount points in TestAutoTurret.PlayerMountedToArmoredVehicle_PlayerNotTargeted
2 Days Ago
More darts improvements - fix reticle accuracy and use animation curve for smoothness - improve ui, add focus bar to be able to visual how much focus you have left - added zoom option for seeing board closer while still maintaining throw distance - fix scoring for ending turn on 1 point left, and small refactor for ending on bullseye counting as double - add more convars for playtest tweaking
2 Days Ago
More turret tests fixes, added debug convar to suppress randomness in the tick invokes Reworked PlayerMountedToVehicle_PlayerTargeted
2 Days Ago
Disable motion vector on the orchid billboard renderers (it was still doing motion vector pass despite the billboard material having wind disabled) and swap in the wind disabled lower LOD material
2 Days Ago
Add orchid wind disabled materials
2 Days Ago
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2 Days Ago
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2 Days Ago
Apply lower LOD materials to hemp prefabs
2 Days Ago
Make wind disabled versions of hemp materials
2 Days Ago
industrial garage door; - texture updates still wip
2 Days Ago
Assign wind disabled version of material to lower LODs and disable motion vectors on them
2 Days Ago
Merge from 3p_spectator_improvements
2 Days Ago
Viewmode fixes: - Now need to press shift+F3 to set additional viewmodes. Just pressing F3 will only toggle between standard 1st and 3rd person. - SpectatePlayer should now return the correct currentViewMode during both spectate and demo playback. Removed hack for getting the viewmode - Can now switch between all viewmodes during demo playback - Fix SpectatorMode.Update not being called in third person during demo playback
2 Days Ago
Industrial Storage - texture update
2 Days Ago
Make lower LOD material variants of the berry plants with wind disabled
2 Days Ago
updated 3p c4 holdtype run/jog clips so they play correctly
2 Days Ago
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)
2 Days Ago
main -> server_browser_update_2
2 Days Ago
merge from cpu_batching_submesh -> main
2 Days Ago
Fix merge conflicts on meshCache submeshes
2 Days Ago
Fixed batched shipping container losing color - caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
2 Days Ago
binoculars_ui_refresh -> main
2 Days Ago
Merge from main
2 Days Ago
main -> binoculars_ui_refresh
2 Days Ago
- Change rangefinder palette to white - Fix dodgy material
2 Days Ago
Added Freestanding Sink Prop Models and Textures Setup Freestanding Sink Prop Folders, Prefabs, Materials, Colliders and LODS Removed Old Freestanding Sink Prop Blockout Model
2 Days Ago
- Further shader improvements - Added scratch and lens dirt - Styled rangefinder - Seperate out new font material - Further minor changes
2 Days Ago
Updated a variety of drop mag effects to single frame parenting & setting simulation space to world (instead of local)
3 Days Ago
Updating ghost sheet skinning
3 Days Ago
Salvage cleaver animation updates
3 Days Ago
Mortar anim updates, IK hand fix and viewmodel camera animations
3 Days Ago
Updated wip floorpapers, icons, textures. Updated skins list, manifest, localization
3 Days Ago
merge from automated_testing
3 Days Ago
Autoturret tests cleanup and fixes
3 Days Ago
- New supress HUD system - Supress HUD whilst you have it out - Add clicks that correspond to distance - Hide crosshair - Shader fixes and improvements
3 Days Ago
* Sample first before adding navmesh agent, to avoid warning spam when navmesh is not there yet * Prevent entering recast code paths when unity agent is null but convar indicates to use unity, instead do nothing
3 Days Ago
merge from main
3 Days Ago
Potential fix for "can't do X on agent not on navmesh" error spawn when toggling useUnityNavmesh convar
3 Days Ago
Make sure all modifications of navPos (through property or warp) also update the world position if updateWorldPos is enabled, before warp would not update worldPos
3 Days Ago
set crouch n ne and nw speed to 1 in player controller animator and exported wip crouch anims
3 Days Ago
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3 Days Ago
HBHF sensor tests fixes
3 Days Ago
merge mortar_prototype
3 Days Ago
Fix mortar compile error
3 Days Ago
merge from hbhf_power_fix
3 Days Ago
merge from automated_testing
3 Days Ago
Wait for Application.isLoading to be false before starting test on cold boot and batch mode SendNetworkUpdate early returns when Rust.Application.isLoading is true
3 Days Ago
Fixed HBHF sensor retaining its detection state if powered off while detecting someone
3 Days Ago
merge from gamephysics_schedule_improvements