reporust_rebootcancel

142,265 Commits over 4,413 Days - 1.34cph!

Today
Subtract 150311
Today
Test branch Start from cs 10513 and merge in 150311
When sprinkling in local servers ensure they're under like 150km rather than < 1000km
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Today
Merge from terrain_lowering_nms_large_cave
Today
Re-bake missile silo heightmap to workaround AddToHeightMap issue
Fix deployable snapping not working properly in some cases Client now sends over its setup and server validates (just like regular placement)
Today
add RustForwardOpaque lightmode to opaque geometry pass
Final fixes
Today
RRP deploy guides
Today
Add version printout to the server log file, was only on client before
Yesterday
More lighting
Yesterday
Add queen bed entity to large apartment
Yesterday
Create queen sized apartment bed
Yesterday
Add single bed to medium apartment
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
blowpipe charm position changes
Yesterday
Lighting progress
Yesterday
More WIP changes
Yesterday
Another attempt at a fix
Yesterday
Add ai.abortNavEnabledWhenOutOfNav convar, disabled by default, use in combination with ai.logIssues to help isolating npcs causing the log spam
Yesterday
Updated door animaiton and animator scale to be -0.5 on close again
Yesterday
Removed LOD2 varations from movember moustache Deleted unused prefabs/models
Yesterday
Lighting progress
Yesterday
Fixing floating screws for industrial door mesh
Yesterday
industrial garage door - fixed vehicle phys box missing reference to removed from client
Yesterday
Wire tool tests
Yesterday
Add apartment bed entity to medium apartment
Yesterday
Create apartment bed entity
Yesterday
remove passthrough from twitch rivals computer desk
Yesterday
Add single locker entity to small apartment
Yesterday
Make variant of locker loot panel for the single locker
Yesterday
Adjust door chainlink colliders to overlap like they do on original garage door
Yesterday
Add single width locker entity for the small apartment
Yesterday
update apartment_complex_monument/prototype
Yesterday
Setup various things on the door prefab for the new skinned mesh renderer
Yesterday
Removed LOD2 variations from santa beard (every head uses the same one) Deleted all the unused old meshes and prefab variations
Yesterday
Adding industrial torch work model fbx
Yesterday
set attachment anchor on C4 HeldEntity prefab
Yesterday
Add more destroy calls for the mortar shell visual just to be sure its fully gone
Yesterday
apartment fridge
Yesterday
Adding industrial torch rig
Yesterday
Populated wearable replacements on movember moustache
Yesterday
Attempt to solve a weird issue where the country chosing canvas is invisible in build. I reckon it's something to do with flex layout and having child absolute elements but I cant be certain
Yesterday
Merge from main
Yesterday
disable BC on charms when aiming with the homing launcher as the gun moves 100 units away and there's not really an easy way to manage it otherwise
Yesterday
subtract pickup changes
Yesterday
Fix held options not showing up in the pie menu if there are multiple options, fix pie menu ignoring option time, prioritize mount over pickup