reporust_rebootcancel

106,496 Commits over 3,836 Days - 1.16cph!

1 Year Ago
Slightly raised vending machine storage adaptor slot so that it can be attached through a window frame when a vending machine is placed with it's back to the frame
1 Year Ago
Fixed the always on top variant
1 Year Ago
Tooltips are now pooled
1 Year Ago
Corpses tended to stay permanently awake if they were lying on another corpse or other rigidbody, which kept the ragdoll awake as well. Added a check that runs every 30s. If velocity is essentially zero, force sleep state. Corpse will still wake and move if it's moved later (e.g. it's on a vehicle flatbed or a floor that collapses).
1 Year Ago
Reworked some internal tooltip stuff to fix some longstanding issues Tooltips should no longer flash into the wrong location for a frame in some cases Tooltips now use properly renderered text (RustText) General cleanup, less GetComponents and removed a SendMessage!
1 Year Ago
Compile fix
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
Backups
1 Year Ago
Show the name of the entity connected to the storage adaptor when mousing over a connection connected to a storage adaptor Causes a noticeble framerate hitch the first time an industrial connection is highlighted but that should be editor only
1 Year Ago
Merge from main
1 Year Ago
Adapted Core/Generic shader to Rust Standard backend
1 Year Ago
Merge Main -> RagdollRewrite
1 Year Ago
Merge from hackweek-chat-emoji
1 Year Ago
Merge from main
1 Year Ago
Fixed shadows on std core
1 Year Ago
Some work-in-progress skin viewer stuff I had from hack week. Converting it to use a rendertexture instead of a separate camera.
1 Year Ago
Added reflectance micro-occlusion to EvaluateBSDF_Env
1 Year Ago
Preparing std shader backend for core shaders
1 Year Ago
Fixed "Rust/Standard" detail occlusion not obeying mask
1 Year Ago
repair_inventory will repair attachments
1 Year Ago
Lighting progress
1 Year Ago
Context menu will reflect bound keys Refactor replacing "Alpha" part of keycodes into one function
1 Year Ago
Minor refactor Option menu support changing keybinds as well as normal binds Add "next skin" & "prev skin" to options menu
1 Year Ago
Interior fixes.
1 Year Ago
Terminal progress backup
1 Year Ago
Add keybind system to handle systems like context menu Command `keybind <key> <action>` to set keybinds Keybinds can define a realm to avoid overwriting keys used in normal gameplay Save the keybinds in `keys.cfg` file Apply keybinds to Q & E in upgrade menu
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
made quarry track animation loopable and exported with correct material name paths
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
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1 Year Ago
Add debris to shopfront too
1 Year Ago
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1 Year Ago
Add debris when vending machine is destroyed Rotate debris when it is spawned to match vending machine
1 Year Ago
merge from main -> vending_debris_fix
1 Year Ago
Merge from nexus
1 Year Ago
Fix bag quota not updating when unclaming camper bed Fix visual bag quota not updating when you unclaim your bed on the map Fix sleeping bag item amount not updating if you are holding bag while unclaiming another bag
1 Year Ago
merge from main
1 Year Ago
merge from infinite_ammo_convar
1 Year Ago
merge from cowbell_fix
1 Year Ago
re-added belt collider
1 Year Ago
merge from main
1 Year Ago
Updating quarry deployable static and fixing materials Updated hardpoints, added engine collider, removed track mesh collisions as dynamic colliders need to be assigned to the bones Re-organized prefab a little for clarity