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129,185 Commits over 4,232 Days - 1.27cph!

2 Days Ago
scientist_boats_improvements_3 -> naval_update
2 Days Ago
S2P Launch site to apply previous "pauseUntilLooted" changes
2 Days Ago
Enable pauseUntilLooted in powerplant S2P
2 Days Ago
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
2 Days Ago
updated prefab scale and added positonal offset
2 Days Ago
Implement fuse for cannon firing
2 Days Ago
boombox anim updates
2 Days Ago
Pull towards the centre the further out the boats are in the deepsea
2 Days Ago
audio files import and floating walkway audio set up
2 Days Ago
Updated model for tactical gloves
2 Days Ago
merge from Minifridge_IndustrialAdapter
2 Days Ago
Jacket snow repose
2 Days Ago
Lowered the industrial adapter socket so its not floating above the fridge when deployed
2 Days Ago
merge from naval_update
2 Days Ago
Merge from parent
2 Days Ago
exported updated chainsaw harvesting anims and slight edit of vm admire camera
2 Days Ago
prefab update
2 Days Ago
prefab update
2 Days Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs
2 Days Ago
- Add boat ai avoidance volumes to tropical 1-4 - S2P
2 Days Ago
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
2 Days Ago
building planner texture update with new graphics
2 Days Ago
placeholder setup of viewmodel (so Pedro can see textures) -set materials to import on model
2 Days Ago
naval_update -> scientist_boat_ai_improvements_3
2 Days Ago
turret_head_animations -> naval_update
2 Days Ago
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2 Days Ago
Bugfix: UseOcclusionV2 - handle spectating players Since we no longer do bidirectional checks when iterating occlusion groups, we ended up missing out on spectators and wouldn't allow replication to them. Tests: on craggy with UsePlayerUpdateJobs 2, flew far away to get outside of network range then started spectating - could see target moving.
2 Days Ago
Merge: from main
2 Days Ago
Adjust rhib scientists HP
2 Days Ago
More oil rig boat ai avoidance layer adjustments
2 Days Ago
Update to rear 50cal character position + timing changes on front 50cal weapon anims
2 Days Ago
rocket launcher rpg despawn set
3 Days Ago
Fixed some indirect lighting issues with the lit shader in RRP
3 Days Ago
delete phantom minifridge icon in root
3 Days Ago
fixed animated camera issues
3 Days Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
3 Days Ago
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other) - Less attempts to reverse when we can just go forward
3 Days Ago
merge from cargo_egress_fix
3 Days Ago
Fixed cargo still able to go through oil rig when egressing
3 Days Ago
bug fix's for a selection of player update 3p animations
3 Days Ago
Remove scrap cost from io table to bring in-line with workbench
3 Days Ago
Clatter helmet repose
3 Days Ago
merge from green_hazmat Steamunlock - todo
3 Days Ago
Texture size optimization.
3 Days Ago
Merging main branch to fpbuild_jenkins
3 Days Ago
Profiling
3 Days Ago
Merge: from spectate_dontfloodsnapshots - Bugfix for occlusion not destroying all players in UsePlayerUpdateJobs 2 mode Tests: 2p on craggy - used hill as obstruction, checked entity lists on both clients in editor
3 Days Ago
Bugfix: UsePlayerTasks - calculate end of batch correctly in SendEntityDestroyMessages_AsyncState This was causing server occlusion to skip sending some of destroy commands (from last batch), leaving a phantom player Tests: on Craggy went on behind hill, then checked editor entity list - confirmed that replicated players got removed on both ends
3 Days Ago
merge from minifridge lighting and techtree - todo