reporust_rebootcancel

116,197 Commits over 3,959 Days - 1.22cph!

1 Year Ago
Don't spawn the ferry schedule entity at the ferry terminal unless nexus is enabled
1 Year Ago
Call UpdateNetworkGroup on entities when spawning them after a transfer to match previous change to SaveRestore.Load
1 Year Ago
Implement compacting array of meshes when expanding but it still sucks
1 Year Ago
Merge from main
1 Year Ago
Merge from hackweek-chat-emoji
1 Year Ago
Fixed emoji's deleting themselves if the character limit of the input field was 0
1 Year Ago
attack heli turret model lods and helper setup (parts rotate properly and can be controlled by code) updated heli prefab (hid the previous turret model)
1 Year Ago
Added "teleporteveryone2me" command
1 Year Ago
merge from main
1 Year Ago
"Add Parent GameObject" now supports multiple objects. Added warnings if part of prefab hierachy. Preserves previous single object behaviour for single object selections.
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
Merge from hackweek-chat-emoji
1 Year Ago
Cleanup Emoji gallery will now respect the maximum character limit of the input field it's attached to
1 Year Ago
Finally fixed caret position on input fields not being properly set to end of string when selecting an emoji via the gallery
1 Year Ago
Emoji compatible Input fields will now remove the greyed out text if the input field does not have focus Fixed a pooling issue with the emoji gallery on the vending admin panel
1 Year Ago
Decrease opacity of emoji autocomplete box in the chat window
1 Year Ago
Add a custom inspector for TmProEmojiInputField to avoid having to use debug mode Added a new RustInput.Normal.Emoji control, same as regular input field but with emoji support
1 Year Ago
Added emoji support for clan motd and member notes (has a few issues, might make some changes on the emoji branch)
1 Year Ago
Merge global_networked_bases -> aux2
1 Year Ago
Add "remove instancing" menu option to remove instanced rendering from prefabs Remove instanced rendering from TC (DeferredMeshDecal)
1 Year Ago
Merge from main
1 Year Ago
Merge from hackweek-chat-emoji
1 Year Ago
Allow emoji's in the pre colon portion of the string when using add2
1 Year Ago
Renamed :torch: to :light:
1 Year Ago
Fix autocomplete NRE when highlighting an option and updating the text input
1 Year Ago
:sunglasses: is now :cool: to prevent clash with existing sunglasses item Some asset renames
1 Year Ago
Update dance emoji, 37% more style Added :scientist: emoji
1 Year Ago
Merge from worldmodelupdates -> worldmodels Code support for different dropped item models based on stack size
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix instanced entities (wooden boxes) that only show inside network range not showing after server restart
1 Year Ago
Enable instancing for locker & TC
1 Year Ago
Don't bother storing Rust+ info in nexus if Rust+ is disabled
1 Year Ago
Network++ up to 2500 to avoid conflicts on aux2
1 Year Ago
Garage door uses normal rendering in network range
1 Year Ago
Implement disposing / cleanup of instanced rendering when leaving server ConVar.Mesh.quality will scale instanced rendering LODs too
1 Year Ago
Slow burning atlas. Converted all to TGA because f that PNG alpha noise.
1 Year Ago
Cleanup GlobalNetworkHandler
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix blue deploy guide not showing for instanced prefabs Assign the runtime created MeshRenderConfig to InstancedMeshFilter so we can grab it from the PrefabAttribute
1 Year Ago
Manually set "globalBuildingBlock" for all building block prefabs
1 Year Ago
Remove magic "is BuildingBlock"
1 Year Ago
Eliminated a couple more functions
1 Year Ago
Convert sleeping bag and bed
1 Year Ago
Change `global_rendering` convar into a command line argument `--use-normal-rendering` Block planter box material changing behind `-use-normal-rendering` instead of the runtime toggle of instanced rendering
1 Year Ago
Flame stuff WIP
1 Year Ago
Merge from nexus + manifest
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix minimum distance for first LOD in RendererLOD being 1m allowing you to see through walls when close up (set to 0m for instanced rendering)
1 Year Ago
Converted conditional model prefabs