reporust_rebootcancel

139,335 Commits over 4,383 Days - 1.32cph!

60 Days Ago
Updated hold position of tuba, got zeroed out for some reason
60 Days Ago
Updated holdtype.xylophone Updated mallet hand positions on xylophone xylophone.deployed.static is now a prefab variant of the original
60 Days Ago
Remove some sockets from the static verison
60 Days Ago
drumkit.deployed.static is now a prefab variant of the original drumkit, ensures all player model changes have been carried over
60 Days Ago
Right foot instrument IK controller now uses the rotation of the target transform (no animation) Added a left foot IK target field, won't react to any instrument activity, just a static position
60 Days Ago
Prevent look rotation is zero errors from vines (in theory, no repro)
60 Days Ago
Added equivalent inspector support for MeshCull
60 Days Ago
deep sea signal computer flare launch sound and transmit sound tweaks
60 Days Ago
Show debug info about current LOD quality level and whether the LOD component is considered small
60 Days Ago
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60 Days Ago
merge from main
60 Days Ago
Merge from main
60 Days Ago
Redirect skins will now use the rarity (despawn and regular) of their root item to calculate despawn times
60 Days Ago
Possible fix for AmbientLightLOD not correctly turning on some lights (would need a bit of testing throughout the world)
60 Days Ago
add CommandBufferManager.OnPreCommandBuffer hook
60 Days Ago
Adding back a PaintableReactiveTarget script that's just inheriting from ReactiveTarget and is otherwise empty, with the old GUID, so if some random build references that GUID it's valid (possibly the worst hack in all of Rust, thanks asset bundles)
60 Days Ago
Flying cannonballs don't smoke like an old diesel engine. Gave them a air streak instead.
2 Months Ago
fixed crates/barrels respawning in deepsea dwellings
2 Months Ago
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2 Months Ago
Blacked out the inside of the crate, so that it doesn't bleed bright white sand through the AO'd inside walls.
2 Months Ago
Modified the cannon spawn prefab so you don't get stuck in the cannon at a certain angle.
2 Months Ago
turret_head_anim_fix -> main
2 Months Ago
Setup correct content bundles for animations
2 Months Ago
turret_slow_animation_fix -> main
2 Months Ago
- Move lerping over from handle aiming to Tick() - Slight cleanup - Move clamping
2 Months Ago
extremely important cannonball ammo icon shadow fix
2 Months Ago
TriggerDwellingSpawnGroups triggers Fill instead of Spawn, ensures the max pop is reached for all spawn groups when the deep sea opens
2 Months Ago
DeepSeaEditorScene fills the tropical island spawn groups on start, so we can debug spawn groups using the island scenes
2 Months Ago
Added a foliage displacement volume to DeepSeaSignalComputer to prevent foliage clipping
2 Months Ago
Fixed LOD distance issues on docks B and C
2 Months Ago
naming fix
2 Months Ago
updates on kiosk D blockout
2 Months Ago
Fixed missing aerial collider.
2 Months Ago
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2 Months Ago
Fixed collider issues on signal computer
2 Months Ago
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2 Months Ago
merge from main
2 Months Ago
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2 Months Ago
merge from LNY26
2 Months Ago
merge from naval_update
2 Months Ago
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2 Months Ago
apartments greybox progress
2 Months Ago
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2 Months Ago
Adding burst cloth to horse mask
2 Months Ago
WIP blockout for rentable shop kiosk variant D
2 Months Ago
Updating entity labels (probably does nothing but PaintableReactiveTarget no longer exists)
2 Months Ago
allow a BaseEntity to refuse gib parenting, only setting for JunkPileWater at the moment as its frequent transform updates causes gibs to fall in slow motion on the client
2 Months Ago
Signal flare piggyback's off of the strobe light, and fires once when the computer is active.
2 Months Ago
Updated video, added shutter frame media
2 Months Ago
merge from artistpack_storepage