reporust_rebootcancel

123,510 Commits over 4,171 Days - 1.23cph!

8 Days Ago
Sculpts
8 Days Ago
merge from main
8 Days Ago
relax wall cabinet placement, able to place 2 side by side with ease in a 1x1
8 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for slow metabolism and slow hostile timer accumulation on drawn weapon Tests: compared healing rates of large medkit between UsePlayerUpdateJobs 0 and 2
8 Days Ago
Merge: from main
8 Days Ago
Bugfix: UsePlayerUpdateJobs 1/2 - fix metabolism being slow - Fixed by using correct delta times - use tick time length instead of deltaTime (as we accumulate deltaTime until we have a whole tick's worth, then step tick's duration) - Also fixed marking player hostile if weapon drawn for long enough - same fix as above Noticed same issue with another bit of code, but this one's wrong in vanilla flow as well - so leaving it as is till later. Tests: compared rate of healing with log.level Combat 2 after using large medkit on UsePlayerUpdateJobs 0 and 2
8 Days Ago
Fix Invisible fire around Bradley APC debris, also fixes related entities.
8 Days Ago
added missing rhib buttons
8 Days Ago
Add mannequin image to general store and page
8 Days Ago
Added dials to control panel on rhib crane
8 Days Ago
rhib crane lods and prefab
8 Days Ago
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
8 Days Ago
Merge from parent
8 Days Ago
Hazmat suit despawn rarity set
8 Days Ago
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
8 Days Ago
Scene cleanup / medical barge prefab
8 Days Ago
Revert change to calculating distance on MissionPoint
8 Days Ago
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
8 Days Ago
Add method to calculate remaining path length
8 Days Ago
Revert bad file change from merge
8 Days Ago
tweaked lod distances on clothing mannequin to cull sooner
8 Days Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
8 Days Ago
Merge from mission_create_streamlining
8 Days Ago
- Various small misc changes to working with missions in editor - Fixes for Activate Sensor mission - Adds ShowIf attribute to contextually hide fields in the inspector
8 Days Ago
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8 Days Ago
merge from decor_lighting_dlc
8 Days Ago
Clean: extra "can kick" annotation Tests: none, trivial change
8 Days Ago
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
8 Days Ago
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
8 Days Ago
fluorescent wall light no longer a skin of the ceiling light
8 Days Ago
re-exporting 3p boomerang anim to fix shoulder issue
8 Days Ago
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
8 Days Ago
Pickup toast message keys now correctly display when using DebugLanguage 1
8 Days Ago
merge from dunes_barricade_fix2
8 Days Ago
merge from scrap_heli_gibs_fix_2
8 Days Ago
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
8 Days Ago
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Rin
8 Days Ago
merge from main
9 Days Ago
merge from main
9 Days Ago
Patrol helicopter gibs
9 Days Ago
Fix scrap hei gibs read/write after they were reverted by a previous change
9 Days Ago
Apply 129057 on new branch
9 Days Ago
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9 Days Ago
merge from decor_lighting_dlc
10 Days Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
10 Days Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
10 Days Ago
merge from deep_sea/islands