reporust_rebootcancel

140,353 Commits over 4,383 Days - 1.33cph!

9 Days Ago
Material updates Beard textures
9 Days Ago
Bunch of UI/UX wip for prototype techtree
9 Days Ago
some cleanup post merge
9 Days Ago
main -> console_quickjoin_fix
9 Days Ago
Move PlayerJoin to UIConnection instead Connect just sends values over to UI rather than through a wrapper method
9 Days Ago
Fix blurry radtown sign once again, regressed during naval texture optimizations
9 Days Ago
Change Unlock button text to say Prototype when prototype will be used. Added static strings for both.
9 Days Ago
merge from main
9 Days Ago
Don't show the path to a selected node if we have prototype, to show the path won't be unlocked too.
9 Days Ago
Merge from Main
9 Days Ago
Workbench NRE fix
9 Days Ago
Added prototype upgrade item. Visual placeholder prefab. Placeholder positioning. Add item setup for all workbenches.
9 Days Ago
Handled disabling the shadow caching convar when exiting play mode and changed default light cookie textures to be loaded via resources instead of being serialized on LightLOD components
9 Days Ago
prototype initial implementation
9 Days Ago
Merge: from serverprofiler_recordscope_pause - Update: ServerProfiler recorder scopes can be paused/resumed (but needs more work on export side, looks bad) - Bugfixes for recorder scopes corrupting memory and breaking perfsnapshot Tests: unit tests + recorded a multiframe coro with recorder scope + perfsnapshots
9 Days Ago
Merge: from main
9 Days Ago
Slots
9 Days Ago
Added custom workbench upgrade loot panel. Supports dynamic/varying upgrade slot counts per workbench type.
9 Days Ago
Updating skinning for female legs
9 Days Ago
Set upgrade limits to 4,5,6 for now
9 Days Ago
merge from new_texture_suffixes_naming_convention
9 Days Ago
Add lootpanel.workbench_upgrades. Hook it up to all 3 workbenches.
9 Days Ago
merge main -> rust_relay_server
9 Days Ago
Fixing arm skinning for female player model
9 Days Ago
Merge from terrain_renderer (culling ConVar)
9 Days Ago
Merge from main
9 Days Ago
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9 Days Ago
Merge from main
9 Days Ago
Route VM inventory to admin panel Remove intial vending orders Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
9 Days Ago
Make terrain culling ConVar accessible
9 Days Ago
Merge from main
10 Days Ago
Disable VM broadcast option Route vm admin to a control panel
10 Days Ago
Can now paint the sign while interacting with the rentable shop
10 Days Ago
Merge from main
10 Days Ago
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
10 Days Ago
Change contact image render to WaitForEndOfFrame coroutine
10 Days Ago
Make apartment entity class partial for codegen
10 Days Ago
update apartment_complex_monument/prototype
10 Days Ago
merge from main -> apartment_complex_monument
10 Days Ago
Remove logging because it's annoying even if it's editor only when it prints out 100+ items, instead opt for a command `printitemtax`
10 Days Ago
10 Days Ago
Made logging editor only
10 Days Ago
.meta files
10 Days Ago
Add purchase price for apartments (placeholder values)
10 Days Ago
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI) Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree Fixes patrolling AI jogging in slow motion all the time
10 Days Ago
Apply tax to hqm & sulfur
10 Days Ago
Add code to support taxing the items inside apartment rooms - only need to configure tax on base items like HQM and sulfur - it will calculate the amount of sulfur + HQM inside crafted items based on the ingredients and apply the respective tax to each derived item - example: sulfur = 30 scrap / stack, gunpowder = 60 scrap / stack & rockets = 117 scrap / stack - can override the tax for a crafted item if needed
10 Days Ago
Moved neon signs into generic props folder. Started first pass of texturing + material setup. Proper art for "open" neon sign. Rest is WIP.
10 Days Ago
Sort network cell tile offsets so the closer ones queue up to be networked first
10 Days Ago
Handle the weird string prefab references in Skinnable to make bbq.workshop.prefab go in the right AssetScene