reporust_rebootcancel

128,985 Commits over 4,232 Days - 1.27cph!

6 Days Ago
Add ConVar `pauseunlootedpuzzles` to toggle "pause puzzle timer until looted" functionality (default true)
6 Days Ago
Pause launch site puzzle until crates are looted S2P
6 Days Ago
Pause military tunnels puzzle reset until crates are looted S2P
6 Days Ago
Fix a bunch of things having their own respawn timers instead of using the military tunnels puzzle (even before I deleted the 2nd puzzle reset in military tunnels) - fix bottom lab scientists respawning every 15m instead of with the puzzle (aka stop them spawning on top of players) - fix door barricade above not respawning with the puzzle - fix diesel respawning separately from the puzzle S2P
6 Days Ago
Rust Birthday Balloons - Added prefabs for all variations, fixed orientation, updated model lods and gibs, added wind shader support, ran manifest, etc
6 Days Ago
Fix "Process" option for PuzzleReset not setting spawn delay of assigned groups to infinite (so they don't spawn on their own + with puzzle)
6 Days Ago
Added v4 player anims to base player animator - default sitting on chair - jumping - freefall skydiving - chute open parachuting anims
6 Days Ago
set skydiving anims to loop
6 Days Ago
Fix a bunch of the NMS SpawnGroups not being assigned in the PuzzleReset - they were at the same position so should be picked up but better to be safe - gave each one a numbered name so can confirm fixed - S2P (even though not needed)
6 Days Ago
Pause NMS puzzle reset timer until crates are looted S2P
6 Days Ago
Allow SpawnGroups to override their reset behavior - crates above NMS won't start the reset timer - scientists inside NMS could start the reset timer
6 Days Ago
Add support for puzzle resets to only start counting their timer down once they are looted - easier to check loot than wait for the keycard to specifically be swiped - enabled per puzzle reset - will ignore NPCs being killed outside the monument - very similar to how junkpiles work: start reset timer once the crates have been looted
6 Days Ago
Laser detector can now detect Vehicle_Large layer (tugboats)
6 Days Ago
Fixed laser detector not resetting its triggered flag when powered off while triggered (was harmless)
6 Days Ago
More laser detector tests Cleanup
6 Days Ago
merge from main -> boxes_dlc
6 Days Ago
Hat.Cap repose
6 Days Ago
merge from helicopter_flare_balance_pass -> main
6 Days Ago
Buying a mini or scrappie from vendor automatically grants some flares
6 Days Ago
initial setting up of viewmodel paintballgun prefabs/anims
6 Days Ago
merge from main
6 Days Ago
Tweak cannon ball velocity/gravity.
6 Days Ago
Reset pitch and prevent aiming while reloading cannons, re-introduce third person reload animations for cannons, fix cannon animator never resetting reload progress when cancelling a reload.
6 Days Ago
Roadsign Glove LODs - Male/Female
6 Days Ago
Rust Birthday Balloons - Added all balloon variations, with gibs and lods, models, textures and setup materials, created the first balloon prefab and ran manifest
6 Days Ago
Throw and fail the test if SpawnEntity failed
6 Days Ago
Adjusted Viewmodel Sway Test values to 20 on 28 items that didn't have it set to 20
6 Days Ago
Merge: from main
6 Days Ago
merge from sorted_protobuf_gen
6 Days Ago
Fix military tunnel scene not being playable in editor Fix puzzle reset not covering a small part of the underground area S2P
6 Days Ago
Merge: from spectate_dontfloodsnapshots - reduce potential delay when starting to spectate a far-away player Tests: flew around 2k procgen map, got to the other side of it then spectated player on the opposite end.
6 Days Ago
merge from military_tunnels -> puzzle_reset_changes
6 Days Ago
Merge: from main
6 Days Ago
sort ProtoMessage Messages for codegen consistency
6 Days Ago
Connect all IO to single puzzle reset generator since we already got rid of the other puzzle reset S2P
6 Days Ago
Added laser detector tests
6 Days Ago
Update: spectator's snapshot queue is cleared when switching between far-away targets This should speed up switching around on a server. Doesn't help if the network write queue is backed up Tests: on a 2k procgen map and fast noclip, flew around the island to load up the snapshot queue, then spectated on a player that's on the other side of the island. Observed player moving.
6 Days Ago
compile fixes
6 Days Ago
anim setting and mask updates for various mount animations
6 Days Ago
Knights armour helmet repose
6 Days Ago
update puzzle_reset_changes/military_tunnels
6 Days Ago
Shrink water treatment puzzle resets slightly S2P
6 Days Ago
merge from boat_building
6 Days Ago
Dome shrink puzzle reset from 60m -> 6m S2P
6 Days Ago
Occlusion gymnastics.
6 Days Ago
Harbor 2 shrink puzzle reset 50m -> 7m S2P
6 Days Ago
Harbor 1 shrink puzzlereset from 60m -> 7m S2P
6 Days Ago
Unfuck
6 Days Ago
trimming on FC4, FC2 S2P FCs
6 Days Ago
Merge from naval_update, take PlayerBoat.Server from source cus plastic is fucked