reporust_rebootcancel

106,688 Commits over 3,836 Days - 1.16cph!

1 Year Ago
Set up inventory handling sounds on industrial items
1 Year Ago
Fix industrial deployable sounds not receiving occlusion
1 Year Ago
Fixed incorrect filter evaluation on entities with separate input/output slot ranges (furnaces mostly)
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Don't call OnObjectiveCompleted if the objective is already complete
1 Year Ago
Show mission objective progress on the HUD
1 Year Ago
Large vents
1 Year Ago
Nuclear missile silo LOD and collider progress
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
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1 Year Ago
More turbine & damage stuff. Related materials.
1 Year Ago
Recycle mission instances when redoing a mission instead of adding a new one Fix mission time limit not aligning with whats defined (mismatched Time.time and Time.realtimeSinceStartup)
1 Year Ago
Scene backup. Mat tweaks for turbine FX.
1 Year Ago
Refactor missions protobufs so instance data is in a separate ,optional message Only save mission instance data if the mission is in progress Fix raycast used to prevent positions from being inside rocks
1 Year Ago
compound early dressing
1 Year Ago
merge from main -> rust_metrics
1 Year Ago
merge from main
1 Year Ago
merge from loading
1 Year Ago
load/unload functionality
1 Year Ago
merge from industrial
1 Year Ago
Industrial crafting costs in line with electricity costs Fixed furnace research cost 500scrap
1 Year Ago
Add some logic into position generators to reroll if the position is occupied by an entity, and move it up to avoid being inside rocks Fix possible NRE when a mission (incorrectly) has null identifiers (and filled in identifiers in fisherman tackle)
1 Year Ago
phrases
1 Year Ago
mirrored train tunnel entrance (entrance_c) some more set dressing/cover pass
1 Year Ago
DoPrepare many doors that, despite running DoPrepare on the entire project, didn't update. Yes, I call SavePrefabAsset. :(
1 Year Ago
merge from main (Staging wipe)
1 Year Ago
merge from save233
1 Year Ago
network++
1 Year Ago
merge from main
1 Year Ago
merge from door_unlock_fix
1 Year Ago
Shrink the new physboxes I added to doors to less than the width of the doors, so that they can't be triggered unless the door is actually animating into the thing
1 Year Ago
Doors now only activate their vehicle detection for the exact length of the open or close animation, instead of a fixed four seconds. Fixes some issues. Ran DoPrepare on all to save the door animation times to the door prefabs.
1 Year Ago
Depth shaders support for cutout, transparency and terrain holes
1 Year Ago
Added vehicle checkers to the three basic doors
1 Year Ago
Merge from industrial
1 Year Ago
Typo fix
1 Year Ago
Added a limit to how many whole stacks a conveyor move in a single tick (defaults to 6, exposed via server.maxItemStacksMoverPerTickIndustrial)
1 Year Ago
Fixed regression with minimum item count filters not being respected
1 Year Ago
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1 Year Ago
industrial deployable deploy sounds
1 Year Ago
Comment only, explaining ReplicatedVar
1 Year Ago
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1 Year Ago
Merge Main -> misc_fixes_feb23
1 Year Ago
Redo sofa S2P changes
1 Year Ago
Merge SofaS2P -> Save233 except... without the S2P part because Plastic can't handle the merges. I'll re-do them manually.
1 Year Ago
Cleaner cockpit scheme
1 Year Ago
Show "open door" as default option rather than "change lock" when in building blocked
1 Year Ago
Don't open "change codelock" ui right after entering in a code