reporust_rebootcancel

145,533 Commits over 4,444 Days - 1.36cph!

9 Days Ago
Metas galore
9 Days Ago
merge from main
9 Days Ago
Merge: from main Need to rebuild Rust.SourceGenerator
10 Days Ago
Merge from main
10 Days Ago
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10 Days Ago
merge from m16a2 (empty magazine reload animation)
10 Days Ago
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Converted all effect objects under the Main Camera prefab object to prefabs to prevent conflicts when editing individual effects
10 Days Ago
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Merge from apartment complex to bring work over
10 Days Ago
WIP on industrial barricades before switching branches
10 Days Ago
apartment complex s2p
10 Days Ago
deploy updates on 3p animation content
10 Days Ago
merge from PlayerRigUpdate2
10 Days Ago
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10 Days Ago
lower culling dist on broken tiles, disabled shadow casting on them shader complexity lower on the checkin desk, got rid of blend layer
10 Days Ago
Applied the new melee weapon subsystem to the diver torch The skull torch was a variant so it was already using the new subsystems Removed the hacks we implemented to play the turn on and off deploy aniamtions (cleaner implementation by the new subsytem) TODO: remove corresponding states and parameters on the player animator
10 Days Ago
Charity plushies setup
10 Days Ago
Merge from main
10 Days Ago
Fixed visual calculation Increased initial scrap fee to 260 Reduced scrap per hour cost to 10
10 Days Ago
Show time remaining for rent in the vending machine storage loot panel
10 Days Ago
Fix shop interaction Move all admin interactions to the contract sign on the side of the store
10 Days Ago
FIxed rentable shop vm admin panel pointing to old admin menu Fixed new vm admin menu not being closable if the main menu isn't loaded (editor only issue) Fixed interaction flow for vending admin panel in rentable stores
10 Days Ago
Fixed wanted posters clearing the name when entering the deep sea
10 Days Ago
Simplified the "Deployable Snapping" dropdown to just two buttons
10 Days Ago
Removed a 444 byte allocation and 0.01ms cost every footstep figuring our if the player is barefoot (just calculate it once when we rebuild the player model)
10 Days Ago
Mark wearable renderers that are shadow only as update when offscreen, fixes some body parts culling in the local players shadow at some perspectives
10 Days Ago
Periodically recalculate the bounds on all of the skinned mesh renderers on a ragdoll so that the culilng bounds are up to date. (Every 9-10s) Should be more performant than just enabling Update when offscreen
10 Days Ago
First iteration of an automated system to find correct deployable snapping values. Will place a deployable against a ghost item in editor and calculate the perfect measurements
10 Days Ago
RRP contact shadows
10 Days Ago
Cleanup prefab path
10 Days Ago
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10 Days Ago
round up BDU projectile protection this time without a bunch of random shit changed
10 Days Ago
round up BDU projectile protection
10 Days Ago
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mp5 deploy update
10 Days Ago
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10 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
10 Days Ago
update apartment_complex_monument/prototype
10 Days Ago
Deploy and shadow animation updates on rifles
10 Days Ago
debugging options for seeing thrown darts in debugcam, fixed logs, fixed prefabs of scoreboards, fix crashing in 2p postgame
10 Days Ago
Disable skin viewer view in hands button for held entities not using the viewmodel camera (cultist deer torch)
10 Days Ago
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10 Days Ago
Fixed guitare skin viewer framing
10 Days Ago
Fixed table skins not loading in the skin viewer
10 Days Ago
Ground floor mesh decals
10 Days Ago
fix 3p animations facing sideways oddly (turn off SpineIK on animation subsystem, apply extra rotation to anims)