reporust_rebootcancel

158,874 Commits over 4,597 Days - 1.44cph!

10 Months Ago
Merge from main
10 Months Ago
scrap box matrix added, updated icon, prefabs updated
10 Months Ago
supply lightdir/color for water again, adjust texture formats
10 Months Ago
fix double-rendering atmosphere
10 Months Ago
sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag
10 Months Ago
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
10 Months Ago
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
10 Months Ago
Merge from artist_pack_dlc
10 Months Ago
Fixed reactive target collider not updating on the server Reactive target gibs are simplified, gib meshes are no longer r/w
10 Months Ago
Reactive target fixes Fixed ground watch floating in the air Simplified placement sockets to 4 corners and middle, expanded all sockets Fixed rotation axis
10 Months Ago
Mark easel_col as r/w
10 Months Ago
Allow repairing cannons
10 Months Ago
pt_boat_turret_fixes -> main
10 Months Ago
- Fix rear turret being able to move outside its clamping bounds
10 Months Ago
Merge from naval_update
10 Months Ago
Server admin UI tab progress
10 Months Ago
merge from artist_pack_dlc -> main
10 Months Ago
Lowered HLOD distance of floating cities 200 -> 100
10 Months Ago
fix interface compiler defines
10 Months Ago
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
10 Months Ago
Item list flex scroll fixes
10 Months Ago
Attempt at fixing the god awful unity scrollrect default behaviour, feels better now
10 Months Ago
Update: add TestOnCycleStackables test to validate onCycle caching Weirdly it passes with no duplicate-key exceptions. Maybe the exception is just a symptom, gonna check elsewhere Tests: ran unit test
10 Months Ago
Fix native grid crash with buoyancy batching enabled
10 Months Ago
Added playerboat.kill_all_above_deployable_count command.
10 Months Ago
Added keyboard controls to the item list
10 Months Ago
Merge: from main
10 Months Ago
Merge from deployable_limit
10 Months Ago
Enforce limit
10 Months Ago
merge from main
10 Months Ago
audio volume changes
10 Months Ago
Include count of total amount of warnings and errors after the manifest finishes generating
10 Months Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for player connecting to a sleeper from a save emitting an error Tests: unit tests + 2p on Craggy
10 Months Ago
merge from main -> fix_manifest_errors
10 Months Ago
Merge: from main
10 Months Ago
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
10 Months Ago
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save Done via initializing sleeper if it supports server occlusion in PostServerLoad Tests: unit tests + 2p on Craggy with a sleeper in a save
10 Months Ago
Deployable limit convar wip
10 Months Ago
Update: another flow change to ReconnectToASleeperFromSave - added missing PostServerLoad call - adjusted expectations Tests: ran unit test - still fails as expected
10 Months Ago
Update: adjusted the expectations for ReconnectToASleeperFromSave test Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code Tests: ran unit test, it fails as expected
10 Months Ago
- Fix turret movement not being visible to others (when other players are using it) - Half front turret sensitivity
10 Months Ago
fixed paintable window collision - thanks elliot.
10 Months Ago
Handle NRE inside NPCAnimController.DoPrepare()
10 Months Ago
added new sounds to the modular boat steering creaks
10 Months Ago
pt_boat_turret_full_reload -> main
10 Months Ago
- Updated the script for baking paint ball pellet positions to vertex colors to handle sub-meshes and baking the mesh to an asset - Added a new shader for rendering the paintball pellets with the fill funcionality. This includes some basics from the standard shader, such as an albedo map, normal map, and metallic and smoothness maps.
10 Months Ago
repositioned paintable window collision
10 Months Ago
Replaced deep sea Gatorade® with Ocean Water. (Not final)
10 Months Ago
Update: OcclusionGroupTest - add TestNew_ReconnectToASleeperFromSave test Catches a bug in how server occlusion handles this specific initialization path Tests: ran unit test, it fails
10 Months Ago
Item list fixes and optims