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134,536 Commits over 4,444 Days - 1.26cph!

12 Months Ago
Fixed store featuring loading
12 Months Ago
Hide SteamID in ReportPlayer menu
12 Months Ago
Simulate placement with the container corpse check before commiting to one snap type
12 Months Ago
Fixed broken material on rust plus popup
12 Months Ago
Fixed DLC tab 'view on steam' button size
12 Months Ago
Fixed incorrect on toggle changed button being used
12 Months Ago
Setup Server Browser cache
12 Months Ago
Made shadows toggleable
12 Months Ago
Local phrases update
12 Months Ago
merge from main
12 Months Ago
Store overlay page carrousel scroll, arrow buttons
12 Months Ago
snap_deployable_improvements -> main
12 Months Ago
Fixed computer station snapping Fixed cooking workbench snapping
12 Months Ago
do not copy shadow mode from renderer to avoid rendering shadows twice
12 Months Ago
revert protocol version
12 Months Ago
merge from main
12 Months Ago
snap_deployment_improvements -> main
12 Months Ago
Further refinements to snapping feel
12 Months Ago
Fixed screen mode setting changing the wrong convar
12 Months Ago
Fix bug which could cause a 'wall' to be returned when it should've been deployable snapping Prevent corner hits from easily hitting the floor Ensured float checks on score dont lose float accuracy
12 Months Ago
Bugfix: BaseRaidBench - make sure weapon flags are synced with held state Tests: ran the scene
12 Months Ago
added Projectile.UseBatched ClientVar to switch between serial and batched tick for projectiles
12 Months Ago
Update: BaseRaidBench - give players projectile weapons on spawn For what-ever reason, doesn't appear in hands(instead on back), despite being reported as "held". Still investigating Tests: ran the bench scene
12 Months Ago
Fix Typo in ServerAdminPlayerInfo
12 Months Ago
12 Months Ago
Finishing up blend layers on floating walkways
12 Months Ago
Jobified trace-testing in HitboxSystem, also replacing local NativeArray helper function with existing Expand static extension
12 Months Ago
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
12 Months Ago
Exclude soft mask assembly from obfuscation
12 Months Ago
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
12 Months Ago
merge from store-june-2025
12 Months Ago
merge from legacy_wall_gate_sitem
12 Months Ago
merge from player_report_endpoint_changes
12 Months Ago
merge from compound_spawn_tweaks
12 Months Ago
ghost ship trawler exterior textures resize on many onboard props ship name decal prep
12 Months Ago
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
12 Months Ago
Water barrel cant snap to other water barrels, bounds are too hard to work with
12 Months Ago
snap_deployable_improvements -> main
12 Months Ago
snap_deployable_improvements -> main
12 Months Ago
Fixed storage barrel b corner snapping
12 Months Ago
Cleanup
12 Months Ago
Fix typo on legacy wood - updated strings
12 Months Ago
Merge from main
12 Months Ago
Fixed snapping not working right on brutalist foundations
12 Months Ago
Continuing working on blends for floating walkways
12 Months Ago
Added a missing Preserve attribute in SoftMask, constructor fails in obfuscated clients
12 Months Ago
Removed SetPhrase in Bootstrap, localization isnt loaded at this point
12 Months Ago
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed Test: consistency tests passing with serial using old method still
12 Months Ago
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view Tests: ran the scene
12 Months Ago
set repairable definition correctly so items can be spraypaint skinned