reporust_rebootcancel

138,656 Commits over 4,352 Days - 1.33cph!

6 Minutes Ago
Added a slider in RustEditor window to set the desired auth level
8 Minutes Ago
Player ip adresses aren't shown/sent to moderators in the server admin UI
12 Minutes Ago
Easter event enabled by default Adjusted timings by 0.75 inline with other events following TOD changes
27 Minutes Ago
Top tier ladder hatch HP pass Reduced Craft HQM by 5 Unlocking no longer unlocks metal hatch, but rather top tier
30 Minutes Ago
Fixed search bar issues, X button works and pressing escape clears them
1 Hour Ago
merge from new_console-ui
1 Hour Ago
Change lastTabIndex to 2, pressing tab was switching in between console and vehicles by default, now is console and items
1 Hour Ago
Fixed ArgumentNullException when typing in vending machine UI
1 Hour Ago
merge from bootstrap_assetscene_step
1 Hour Ago
Added a new loading step in boostrap for when we start loading the asset scenes
Today
More lights. Scene backup.
Hair updates
merge from PlayerRigUpdate2
Today
Industrial wall lamps & variants.
Today
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Yesterday
Fixed more store texts regression from 146395
Yesterday
Fixed variant count text width regression in store pages
Yesterday
reverted accidental splash screen setting tweak
Yesterday
main -> rust_relay_server
Yesterday
Console now fills bottom up Added an immediate mode to FlushBuffer, fixes the frame delay before the console updates when opening or entering a command Fixed command list search bar selection color being transparent Fixed consoletoggle arguments causing tabs to open when the dev tools were closing, causing bugs like autocomplete staying visible, input fields not selected correctly etc
Yesterday
merge from new_console-ui
Yesterday
Reduce error overlay duration to 30s Fixed loc in tools tab More null checks in SpawnVehicle
Yesterday
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2 Days Ago
new egg hunt music new egg open/upgrade sounds
2 Days Ago
Alternative with refraction.
2 Days Ago
Further optimisations for WorldPositionGenerator - For each potential set of input values passed into the WorldPositionGenerator, each keeps its own array of potential areas in the map. Discard any element which will never pass for that set of input values, saving on computation on all future runs with those input values - Testing the most problematic WorldPositionGenerator (ocean) on a 4.5k map shows that 98% of the potential candidates can be discarded - Need to iron out an issue with the list of candidates always getting smaller when artificially checking every single candidate in each attempt
2 Days Ago
Update Mono.Cecil, use .net standard build
2 Days Ago
Fix StampClanLogo NRE when closing the painting UI quickly after opening it
2 Days Ago
merge from new_console-ui
2 Days Ago
Some styling tweaks on the top bar nav Fixed console scroll getting back to the top when opening the command list
2 Days Ago
Dont show [] if we cant get the value (server var from the client)
2 Days Ago
New tooltip prefab for f1 UI Some color fixes in command list
2 Days Ago
music for new rustige egg
2 Days Ago
Remove poolable from scientist suit NVGM (matches main)
3 Days Ago
fix manifest after merge squashed
3 Days Ago
move in checks for placement, should be even easier to place on sloped surfaces
3 Days Ago
merge from waterwheel_deployable
3 Days Ago
Added a scrollbar to the command list Some layout tweaks and fixes
3 Days Ago
merge from hamster_water_wheel
3 Days Ago
merge from main
3 Days Ago
merge from main
3 Days Ago
get RRP running on unity 6
3 Days Ago
grid fixes, added prefab and hooked everything up, marked junk items as junk, convars are saved now added convar for debugging logs
3 Days Ago
Fixed item and vehicle list flex scroll gap
3 Days Ago
When clicking on a server command that also exists on the client, auto add 'sv'. Otherwise it just fired the client one
3 Days Ago
Merge from main
3 Days Ago
Checkpoint for Flavien test.
3 Days Ago
Fix missing HasFlag swaps
3 Days Ago
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3 Days Ago
Refactor all fsms, wip