reporust_rebootcancel

159,290 Commits over 4,597 Days - 1.44cph!

Yesterday
Merge from main
Yesterday
- Add an f8 widget to show some net info whilst playing - Minor graph UI updates
Yesterday
▍█▆▆▄▋ ▅▇▋▊▄▉ █▅▊▌▋▍ ▄▇▋▅▇▄▆██▅▌▉▊▉█▊ ▅▉█ ▇▄▋▄▄ █▍▅▄ █▉▍ █▄▋▊ ▇▋▋▅▅▍ ▊▆▍▉ ▅▍█▄▌▄
Yesterday
Render shadows via BRG (Experimental)
Yesterday
Merge from unity_6.7.0 + indirect_instancing
Yesterday
Add game tip when equipping Uzi if fire mode button is unset
Yesterday
NPC phone conversations moved to top of phone directory
Yesterday
Snake fixes inlcuding layer change and collision. Snakes no longer radgoll horses. Snakes take explosion damage correctly.
Yesterday
Merge From Main
Yesterday
Shrank blend map to be closer to monument radius and softened blur. Bumped radius up slightly to 115m to improve terrain anchor generation. Re-generated terrain anchors with new blend-based component. S2P. Tested in procmap.
Yesterday
Earlier commit removed compatibility for variable scope mod. Variable scope still blacklisted, 8x scope also blacklisted for real this time.
Yesterday
Added Updated 40mm Grenade World Models, Textures and Materials for 40mm HE, Smoke and Buckshot Created Basic Prefabs for 40mm Grenades Added 40mm Grenade Fired Variation for 40mm HE, Smoke and Buckshot
Yesterday
Replace BeginInvoke/EndInvoke with Tasks for CoreCLR compatibility
Yesterday
Fixed windmill hammer highlight scale
Yesterday
▋ ▉▄▌▇▋▋▊▄ ▋▇▊▊▆▇▉▋▅▌ ▆▍▍▅▉▊ ▍▅█▄▋▋▆▊▊ ▉█▍▆
Yesterday
- Removed unused RenderPipelineSwitchNode and RenderPipelineCondition scripts - Removed RustRenderPipeline.IsActive branches - Removed LightingOverride as nothing uses it anymore; lighting overrides are now part of the CameraSettings on the RRP Camera component - Removed dead callbacks to Camera.onPreRender and removed OnPreCull and OnPostRender methods, as these are BiRP only
Yesterday
Don't try to set GC mode when using CoreCLR
Yesterday
Disable Discord in CoreCLR builds (needs fixing)
Yesterday
Declare `precise` keyword as a macro because Unity's shader analyser does not know about it
Yesterday
Updated M79 Textures
Yesterday
Fixed UI_DevListBase nre when opening the items tab mid loading
Yesterday
Fix stashes not decaying. Convar the duration while I'm at it.
Yesterday
Fixed ItemPickupNotice NRE
Yesterday
Added a gametip explaining how to flip stairs when deploying U or L stairs
Rin
Yesterday
Adjusted Uzi repair cost. Removed need for metal fragments.
Yesterday
Add some resources to seagull corpses
Yesterday
▊ ▊▅▅ ▅▅▊▅▊▋█ ▉▅▆█ ▊▇█▄▋ ▇▇▊▄▍▉▍▊▉▍▋ ▅▋▍▅▆▉▌▄ ▌▍█▍▇▅█ ▋▆▊▆▄▍▉ ▉▉▆▄▄▅▉▅ ▍▉▋ ▄▇▌▅▅▅▅▉
Yesterday
Persist the UID water mark across server restarts, eliminating the risk of ever reusing a net id of a killed entity
Yesterday
underground train station dressing update
Rin
Yesterday
merge from hopper_backpack_fix
Rin
Yesterday
merge from industrial_precheck_fix
Rin
Yesterday
merge from deepsea_crash_fix
Rin
Yesterday
merge from new_phone_conversations
Yesterday
Cherrypick CS 170189 (set chainlink & prison gate cell as see through for base occlusion)
Yesterday
Fixed ExplosionsOverlay never properly resetting Fixed viewmodel shake not being applied properly
Yesterday
merge from base_occlusion/prison_gate -> base_occlusion
Yesterday
Set the prison gate door & chainlink door to see through (opt-out of room occlusion system)
Yesterday
Update tests
Yesterday
Reserialize prison gate cell prefabs
Yesterday
Remove split culling for now
Yesterday
Merge from main
Yesterday
Fixed going in and out of terrain editing mode causing changes to the scene terrain data asset Going into a mode and back out should no longer write anything to the disk at all if no changes were made
Yesterday
Cleanup
Yesterday
Reduced default calorie+water bonus consumption while sprinting to +10% (was 25)
Yesterday
Fix shears causing blood fx to appear when hitting a sheep
Yesterday
line up all the info in the net page
Yesterday
New graph and ui setup for the info/net pages
Yesterday
Applied spawn distances to physics impacts, animal footsteps, weapon deploys, 108 effects
Yesterday
All deploy and door open/close effects now have MaxSpawnDistance components Most stop spawning around 40m 288 effects modified
Yesterday
Fix allocations from anchoring of faces -> network groups