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106,692 Commits over 3,836 Days - 1.16cph!

1 Year Ago
Clamp aim direction when controlling an autoturret
1 Year Ago
Filters will now accept redirect items if the filtered item is the base item (eg. filtering for hazmat will now accept arctic, spacesuit, etc) Copy the item search consolidation from the default_blueprint branch Fixed not being able to delete some entries in a filter with lots of entries
1 Year Ago
Remove Debris layer from TrainTriggerParent. Other vehicles already have it off. Dropped items behave better when not parented (and are still kept somewhat in place by friction).
1 Year Ago
Server compile fix
1 Year Ago
First pass on locker compatibility with storage adaptor
1 Year Ago
Add client predicted aiming for RC controlled autoturret
1 Year Ago
Merge from main
1 Year Ago
Fix not being able to filter by default blueprints (eg. gun powder)
1 Year Ago
Merge from industrial
1 Year Ago
Added Graphics.disableParticleLod Added Graphics.disableAnimatorLod
1 Year Ago
Can now place storage adaptors on deployable oil refinery Fixed conveyors not properly respecting oven input/output slots Conveyors will now stop searching an IO branch when they encounter a storage adaptor, even if the storage adaptor has no valid items
1 Year Ago
Added ColliderInfo scripts to the colliders on all WorldModels that didn't have one. Set it to automatically happen in DoPrepare. Settings: Usable + Opaque. Removed the slow code in This replicates the previous behaviour of being on the Debris layer (while still letting them collide with vehicles now).
1 Year Ago
Better fix for storage adaptor getting blocked by prevent building volumes on the entities that it's being attached to - manually exclude entities from the DeployVolume on the storage adaptor This fixes not being able to place adaptor on vending machine Adjusted the adaptor positions on the large furnace
1 Year Ago
Fixed conveyor having a slight offset off the wall Fixed being able to stack conveyors
1 Year Ago
Server projectiles like rockets now respect ColliderInfo (previously ignored it)
1 Year Ago
Merge from industrial
1 Year Ago
Fixed not being able to place storage adaptors on large furnace, added three extra points so adaptors can be placed on all sides
1 Year Ago
Fixed storage adaptor not working on coffin
1 Year Ago
Add ColliderInfo component to the collider on dropped items so that bullets and melee still passes through. This is rather slow (~0.5ms per item to add it) so I'll change this later to have the ColliderInfo already on the items. Just testing for now.
1 Year Ago
Fixed not being able to deploy storage adaptor on electric furnace
1 Year Ago
Fixed edge case where industrial crafter would continue to craft even if there were no valid output slots Crafted items will now drop in the world in front of the crafter as a last resort
1 Year Ago
Moved item drops to the Ragdoll layer (will add handling to have them act the same as they did on the Debris layer, i.e. bullets etc passing through)
1 Year Ago
Unused layer rename
1 Year Ago
Procedural bunker modules
1 Year Ago
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1 Year Ago
Two items missed from previous commit
1 Year Ago
Full manifest rebuild
1 Year Ago
NetRead and NetWrite use less space while pooled
1 Year Ago
Merge from main -> rust_metrics
1 Year Ago
set scale override for the four overly massive items
1 Year Ago
Added support for weapon scaling when mounted
1 Year Ago
Placement behaviour tweak
1 Year Ago
Merge from water5
1 Year Ago
Fixed biome tinting
1 Year Ago
Decryption is running in its own thread (separate from network thread) -- this allows us to add multiple decryption threads in the future EACServer uses ConcurrentDictionary to manage its client IDs
1 Year Ago
merge from main 78041
1 Year Ago
Adding spring forces
1 Year Ago
merge from main
1 Year Ago
Merge from industrial
1 Year Ago
Fixed a case where conveyors wouldn't properly update their electrical branch when their power state changes
1 Year Ago
Merge from industrial
1 Year Ago
Fix item transfers not being able to fill up existing stacks in target containers
1 Year Ago
More responsive wrench hit animation when placing pipes
1 Year Ago
Comments only
1 Year Ago
Split Debris layer into StaticDebris and PhysicsDebris. Will allow us to have physics-based entities like dropped items collide with other physics objects like vehicles, while still letting vehicles drive through small bushes and so on that are on the debris layer for the purpose of being able to be passed through.
1 Year Ago
Add Harvestable layer to the sky dome world light
1 Year Ago
Conveyors can now filter by components (not currently localised, will need to search for "components" regardless of language until phrases are rebuilt)
1 Year Ago
Let the camera actually see my Harvestable layer
1 Year Ago
Move all the SocketMod_PlantChecks to the Harvestable layer
1 Year Ago
Fixed searching for categories when setting up filters using a non-translated string