reporust_rebootcancel

157,372 Commits over 4,566 Days - 1.44cph!

Yesterday
Prototyped added custom bone option in wearableholsteroffset override Uses GetTransformSlow so we can use it with the bone retarget component
Yesterday
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Yesterday
merge from main
Yesterday
Remove support for direct connections to the Rust+ websocket, not used anymore
Yesterday
exported beancan grenade vm attach/drop and throw anims with baked keys on the beancan joints
Yesterday
merge from deepsea_unloading
Yesterday
Never unload the deep sea asset scene if it has been loaded by an entity in the main island (modded) Traveling back and forth was still unloading it
Yesterday
codegen fix after merge
Yesterday
Remove unneeded CausedBy function
Yesterday
Renaming and retuning
Yesterday
Fix 3p grenade throws swinging out to the side when standing still - turn-in-place arm dangle gated on DefaultHoldType, so items moved to anim subsystems (grenades, melee, shield) counted as empty hands and got it - added PlayerModel.HasHeldItemAnimations: hold type, active subsystem on the held entity, or a spent item still finishing its anim - covers throwing your last grenade, where the entity is destroyed mid-throw - dangle now only applies to genuinely empty hands, same as before the subsystem migration
Yesterday
Updating nailgun viewmodel rig with updated mesh
Yesterday
merge from ui_misc_optims
Yesterday
Update supported shaders list
Yesterday
merge from main
Yesterday
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Yesterday
Fixed some store pages referencing assets from other packs, copy pasted leftovers
Yesterday
Add a tool which syncs grenade release events across their drop/attach anims, so they release at the same time they used to when using the throw anims Fixed a few that were out of sync
Yesterday
fix tattoos not showing on first-person legs
Yesterday
Tweaked foundation mortar color
Yesterday
Fix merge conflicts
Yesterday
switch head tattoos to uv0 with shader fix for more consistent resolutions fix ReadOnly attributes
Yesterday
Clean up CBuffer declaration and add some more properties to prevent shader errors.
Yesterday
Scrap king atlas b / foundation tweaks
Yesterday
Fixed discord logos compression, just reduced their size to match the used mip and made them multiples of 4 so they compress to DXT5
Yesterday
Rotation fix for cow and sheep jump down going forward
Yesterday
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Yesterday
client_controls -> pt_boat_rewrite (broken)
Yesterday
Fixed the server map image staying in VRAM after the connect modal Now freed about a minute after the modal closes
Yesterday
Disable the graphic raycaster of a disabled ui window Saves some overhead when navigating in the menu
Yesterday
turret_viewmodels -> pt_boat_turret_rewrite
Yesterday
merge from misc_logging_cleanup
Yesterday
Fix another leak on domain reload
Yesterday
merge from main
Yesterday
Skip raycasting canvases that arent drawn, so closed menu pages stop costing EventSystem.Update every frame when the cursor is unlocked Saves 0.5ms in the inventory in editor
Yesterday
Updated Nailgun World Model, View Model and LODS to fix UV issues Reimported Nailgun Textures
Yesterday
biofuel_generator_poolingfix_2 -> main
Yesterday
Dont cut off the stir sound
Yesterday
merge from teleportlos_fix
Yesterday
Fix teleportlos not working well in editor due to not using a realmed trace and hitting the LocalPlayer while moving
Yesterday
Make Blend4Way and TerrainBlend shaders SRP Batcher compatible.
Yesterday
Fix more pooling errors with biofuel generator
Yesterday
setup plague hazmat skin targets
Yesterday
Add SRP Batcher compatibility for BlendLayer, PackedMaskBlend and SnowArea variants
Yesterday
Make Specular and Cloth shaders BRG compatible. (And Wind too, technically, but the motion vector pass ruins it)
Yesterday
exported attach anims for grenade, fire crackers, beancan and flare, also exported attach grenade 3p test anim
Yesterday
Merge from sprint_metabolism
Yesterday
merge from build_error_cleanup
Yesterday
Reduced increased hunger/fluid cost while sprinting to +25%
Yesterday
fixed old mesh on scrap_king-wall_third