reporust_rebootcancel

144,464 Commits over 4,444 Days - 1.35cph!

Yesterday
Updated prop renderer transforms for workshop gloves
Yesterday
deleted blockout mesh in folder
Yesterday
1p and 3p attachment positional updates
Yesterday
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Yesterday
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Yesterday
Turret uses burst fire if attached gun is forced to use burst fire mode
Yesterday
Fixed egg suit's wrong orientation in paint mode
Yesterday
Fix electric furnace reskin not preserving attached storage adaptors Re-enable PreserveChildrenWhenReskinning but manually kill the child io entity so it gets recreated
Yesterday
Fix a IOEntity.Reskin_Restore NRE when reskinning to paintable window
Yesterday
Converted ceiling light, smart switch, fuse
Yesterday
merge from main
Yesterday
merge from excavator_light_fix
Yesterday
Fix static SimpleLight broken material on LOD1, further fix plight.backup.off S2P both oil rigs, sewer branch, harbor 1, excavator
Yesterday
Cobalt Statue - Minor texture and material edits (concrete pedestal)
Yesterday
shadow fix's for new anim content
Yesterday
move scoring to in-world screen to prepare for chalkboard, scoreboard working for 1p and 2p games, - refactored to keep track of scores per turn, for better easier handling on scoreboard and coming in/out of network range fixes to 2player games - no longer have to wait for both players to register to the game, only 1 is needed. - 1st player takes their turn, then the next player to mount registers as 2nd player and takes their turn afterwards - fixed nonregistered players being able to play/mount, and added convar for being able to play 2p against yourself (for debugging) - various other fixes
Yesterday
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Yesterday
Removed non HeldEntity error log from ItemModEntity::OnRemove, we have a few legit non HeldEntity using this (weapon attachments)
Yesterday
merge from main
Yesterday
Setup Keyboard Folder Structure Imported Keyboard Viewmodel and Textures Setup Keyboard Materials and Viemodel FBX
Yesterday
merge from pool_analyzer_non_caching_methods
Yesterday
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Yesterday
Update Rust.CodeAnalyzer again - switched the way methods are marked to an attribute [PoolAnalyzerNonCaching] Mark all RPC method overloads with it Update Rust.SourceGenerator.Rpc to add it to the autogenerated RPC methods too
Yesterday
Clean: remove NetWrite.BytesWithSize(byte[]...) overloads Tests: editor compiles
Yesterday
Clean: remove acouple obsolete things - Get rid of IStreamReader/Writer - they're not used anywhere - get rid of NetWrite.Bytes(byte[]) overload - superceded by Bytes(ReadOnlySpan<byte>) Tests: editor compiles
Yesterday
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Yesterday
- renamed wordmodel - added static (linked) mesh to worldmodel prefab - removed rail from renderers (hidden) in worldmodel prefab - updated weapon rack to large pegs
Yesterday
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Yesterday
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Yesterday
Industrial Storage - closed gaps under barrels and adjusted distance to floor
Yesterday
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Yesterday
More fixes to viewmodel mag & shell visibility
Yesterday
Update Rust.CodeAnalyzer Brings an upgrade to the pool static analyzer, letting us mark certain methods as "non-caching" via .editorconfig - for example ClientRPC / ServerRPC are guaranteed to not cache or free pooled arguments. Doing so tells MissingFree to keep analyzing after calls to that method (instead of treating the pooled variable as escaped). This found 6 pool leaks which are also fixed in this commit (inside BasePlayer-Spectating, BasePlayer-MapInfo, DisplayingBoxStorage, GrowableEntity-Server, WireTool, IndustrialConveyor).
Yesterday
Cleanup, remove legacy IO code of already converted entities
Yesterday
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Yesterday
Converted NeonSign to the new IO system
Yesterday
Merge from m16a2
Yesterday
- Fix simple handmade sight not enabling sight rail - Fix some sights not always enabling sight rail on viewmodel - Fix sight rail not always showing when holstered on back - Fix worldmodel using the LR300 mesh
Yesterday
merged from tovector3_parse_format_fix
Yesterday
Viewmodel fixes - re-added shell to chamber - adjusted visibility settings of mag1 during alt reload
Yesterday
Deploy animation updates
Yesterday
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Yesterday
merge from additional_hairstyles
Yesterday
Tied back capmask fixes
Yesterday
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