reporust_rebootcancel

143,511 Commits over 4,413 Days - 1.36cph!

Yesterday
Examine button uses the bound key Fixes
Yesterday
Merge from std_shader_compat
Yesterday
merge from main
Yesterday
Add some notes about newly added .cginc files and why they are there.
Yesterday
cargo_map_marker_fix_2 -> main
Yesterday
industrial shelves; - missed one, removing redundant material
Yesterday
Fix cargo crates appearing underneath cargo map marker when joining games with a cargo ship already roaming around
Yesterday
industrial shelves; - Tweaked the colour mask texture to reduce the washed out look a bit - Polish on colour lookup values, shelves now matches your shipping container colours accurately - Removed redundant material files since its using lookup table instead - Reassigned model to the single material
Yesterday
Yesterday
Restore built-in instancing compatibility of Rust/Standard shader because it's also required for non-BRG procedural instancing
Yesterday
first large pass on shadow proxies and shadows disable across monument, apartment complex B and a bunch of props, road and floor prefabs
Yesterday
Tshirt proper import settings to fix seam on wrists
Yesterday
Polished the transitions
Yesterday
updated dart movement in 1p throw and added a temp 3p idle loop and trimmed the start animation clip
Yesterday
Adjusted tshirt mesh to avoid clipping with pants, and some other general cleanup
Yesterday
Adjusted the pickup volumes for bamboo and industrial single shelf. This fixes not being able to pick up the shelf if you've deployed it too close to the TC.
Yesterday
wire deploy update
Yesterday
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Yesterday
Fixed infinitely stacking bamboo and industrial half shelves on top of eachother
Yesterday
cobweb fixes
Yesterday
fixed apartment_b_concrete_mixed_slab
Yesterday
Add computer station reskinning Now preserves all the saved cctv codes and wire stays connected to the sub io entity, snapping to the new handle position Fix an NRE when trying to control drones on playground
Yesterday
merge from industrial_dlc
Yesterday
merge from main
Yesterday
Rejigged rentable shops so that interior and exterior are their own prefabs. Removed colliders and entity scripts for props inside. Removed obsolete decal mesh from large apartment prefab.
Yesterday
torch animation updates
Yesterday
Removed EffectRecycle Script from the enabled.prefab (was causing issues).
Yesterday
update from main
Yesterday
Fix miner's hat not showing up in the workshop editor
Yesterday
merge from PlayerRigUpdate2
Yesterday
apartment corridor update
Yesterday
main -> game_room_dlc
Yesterday
edited crossbow bowless viewmodel prefab iron sight postion
Yesterday
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Yesterday
merge from autoturret_workshop - split off hidable cover mesh used for bows and updated entity flag toggle to hide/show the mesh instead of change material which fixes the workshop skinned auto turrets not applying material to cover mesh. Updated this in all instances of auto turret / sentry across monuments, ran scene2prefab all. Updated workshopsource auto turret model
Yesterday
merge from mortar_fixes
Yesterday
Fix spectator mode being broken for vehicles that don't override position/rotation
Yesterday
Merge from batch_renderer_group
Yesterday
Only initialise BatchRendererGroup if using a render pipeline
Yesterday
merge from auto_turret_cover_fix including scene2prefabs
Yesterday
scene2prefab with auto turret fixes
Yesterday
Merge from Main/bowless_crossbow
Yesterday
merge from mfm (merge from main)
Yesterday
Industrial Storage - added missing physics material to horizontal variant
Yesterday
Merge from main Manually resolve merge hell in SprayCan.cs
Yesterday
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
Yesterday
Optim: Jobs 3 - skip running PreallocNetWrites On a busy server we can end up sending 1.5k entities in a frame, and it can cost us 0.7ms total on preallocation. With recent pool rewrite we should be able to allocate on demand. Tests: On Craggy ran around/broke stuff/ziplined with Jobs 3
Yesterday
Full screen skinviewer layout/transition changes
Yesterday
Collision for large apartment
Yesterday
Adding new world model rig for m16