reporust_rebootcancel

133,815 Commits over 4,293 Days - 1.30cph!

8 Months Ago
Restored explosion radius
8 Months Ago
merge from main
8 Months Ago
Add Autosave system. SyncVars marked as Autosave will automatically be injected into Save/Load methods so no need to write protobufs.
Rin
8 Months Ago
Coconut gloves compatible with Snow Jacket and Bunny Onesie
8 Months Ago
Wallpaper splash damage enabled on propane bomb and satchel Fixed radius
8 Months Ago
Rockets and C4 splash damage wallpaper through walls
8 Months Ago
- Added logging for the Heap, Stack and GC (more to come) - Data is no longer written to the file every frame inside update(). Instead its being saved into a list and written into the file when stoplogging() is called.
8 Months Ago
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8 Months Ago
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8 Months Ago
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8 Months Ago
Input fields character limit tweaks for player report, bug report and crafting ui
8 Months Ago
Fix compile error
8 Months Ago
Add ability to select either HV rockets or incendiary rockets when you are the pilot of an attack helicopter - default to only using HV rockets - hold 'R' to open radial menu to switch ammo (similar to guns) - switching ammo doesn't trigger reload, it only chooses what rockets are prioritized Press 'R' to trigger manual reload of attack helicopter rockets - same as reload when you use full volley of rockets - won't reload if you have 6/6 rockets available to shoot Pass delta into LocalInput method so holding 'R' for 0.25s brings up radial menu - at some point the method was changed from Update() to ClientTick() meaning it's called at 32hz instead of at client framerate - clamp delta to 0.25s so it doesn't feed a huge delta value into ClientInput if the client doesn't send ticks for a larger interval
8 Months Ago
merge from neonsigns_newinputs
8 Months Ago
When frames have the same power amount, the last updated frame takes priority
8 Months Ago
Improve handling of null meshes in RustRenderer auto conversion
8 Months Ago
- Neon sign side inputs cost the same power as the main input - Side inputs add active usage only if the main input isnt used - Fixed frame not being updated when a side input lose power if there is power on another frame
8 Months Ago
Grow block allocations exponentially because linearily wastes more buffer space.
8 Months Ago
Implement ArrayEx.RemoveAt* utility functions
8 Months Ago
merge from main
8 Months Ago
Added first iteration of wood materials for the wallpapers, and updated some others
8 Months Ago
Updated Command Block Model, Prefabs and Material Added Command Block Textures
8 Months Ago
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8 Months Ago
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8 Months Ago
arrow ammo bucket blockout
8 Months Ago
Fixed incorrect prefab setup in schizo trees
8 Months Ago
Issue with schizolobium FBX names
8 Months Ago
Fixed the issue causing incorrect ordering + colouring of available mixing/cooking table items based on ingredient availability, only when in standalone builds.
8 Months Ago
merge from main
8 Months Ago
merge from jungle_update_improvements
8 Months Ago
Submitting zigg scene
8 Months Ago
Updated schizolobium colliders
8 Months Ago
Replaced mirrored corner piece after merge from main
8 Months Ago
merge from main 121401 to jungle update improvements
8 Months Ago
merge from main
8 Months Ago
8 Months Ago
outboard motor blockout update
8 Months Ago
Fixed being able to place floating signs with a ladder on top of a tugboat
8 Months Ago
Replaced corner mezzanine piece in zigg due to inverted scale
8 Months Ago
Floating cities greybox progress
8 Months Ago
Adjusted the pickup volumes for all the shelves. - Should now be able to pick up shelves if deployables like the TC is placed as close as possible.
8 Months Ago
merge from ballista_disablelegs_fix
8 Months Ago
Inventory, Limited & General Skins icon bluring
8 Months Ago
Updated source generator to support event generation. Ensured our attribute matches this More tests in the legacy shelter
8 Months Ago
Purchased overlay modal
8 Months Ago
Fixed doorway wallpaper conditional model issues
8 Months Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
8 Months Ago
- Disable LOD fading to be reintroduced when LOD switching is stable - Pass final Mesh instead of MeshFilter to instancing system to allow assets based on MeshLOD to work properly - Restructure RustRenderer for more robust automatic conversion - Fix invisible LODs by merging duplicate entries referring to the same Mesh
8 Months Ago
merge from main