reporust_rebootcancel

106,820 Commits over 3,836 Days - 1.16cph!

2 Years Ago
Disabled vehicle collision on pumpkins
2 Years Ago
Fixed white berries too
2 Years Ago
Change all growable plant checks to use Debris layer, fixes being able to place multiple plants in the same planter slot
2 Years Ago
Merge from main -> cached_server_browser
2 Years Ago
Merge from main -> cached_server_browser
2 Years Ago
Scene backups
2 Years Ago
Merge from main -> map_encryption
2 Years Ago
Merge from server_browser_ui
2 Years Ago
Change rotate behavior for the sign painting UI so it's more intuitive (rotates in the direction you move the mouse) Increase the sensitivity for panning in the painting UI Also in case you didn't know like me, you can pan in the painting UI by moving the mouse with shift+RMB held down
2 Years Ago
Update the painting UI palette to one that has a lot more colors (last changed in 2015!)
2 Years Ago
Fix extra gap between server tags caused by empty tag groups
2 Years Ago
Update tag search behavior to find servers with all of the selected tags instead of any of them Tags are now grouped so selecting monthly+biweekly for example will still match either monthly or biweekly, but other tags will still need to match too
2 Years Ago
Allow admins to use printpos & such in hardcore
2 Years Ago
monument navmesh tool won't override any existing navmesh bound overrides
2 Years Ago
Fix rendermap NRE on client when no gamemode is loaded
2 Years Ago
monument navmesh tool bounds setting
2 Years Ago
Disabling "position" vertex compression due to persistent decals flickering across many areas - requires additional performance testing and verification but local testing shows no issues
2 Years Ago
update to basemesh 95% there - size more balanced, nicer to stand on - working out mechanism
2 Years Ago
test run
2 Years Ago
▌▄▇▋▅▅▊▌▆ ▅▍▄▇ █▇▊▋▊█ ▇▋▆█▋▋▇ ▉▍▅ ▇█▌▉▉ ▊▊ █▉▇▄▄▅▍▊▅▋
2 Years Ago
Monument navmesh tool
2 Years Ago
Atlas padding fixes Scene backup
2 Years Ago
New atlas renders for generic floating flame particles.
2 Years Ago
merge from wiptests
2 Years Ago
merge from pets main
2 Years Ago
merge from main
2 Years Ago
Add slots for adaptors and crafters, industrial crafter now needs to be attached to a workbench Industrial crafter can only craft items that meet the level of the workbench
2 Years Ago
WIP industrial crafter, has inventory space for a target blueprint, inputs and results Automatically crafts the supplied blueprint once it has the required ingredients
2 Years Ago
Force-quit anyone who didn't place a bet during the initial phase timer
2 Years Ago
Tech tree more expensive in hardcore +50% T1 2x T2 4x T3
2 Years Ago
Move table-destroy payout code to the base CardGameController
2 Years Ago
Stopped Rust complaining about not understanding the command line args that Unity is automatically adding ("licensingIpc", "hubSessionId" etc)
2 Years Ago
Reduced "Rust+ companion server connectivity", "Failed to find DungeonGridRoot", and "Failed to find DungeonBaseRoot" errors to warning level when in editor (prevent spam in game window).
2 Years Ago
Display bets correctly for Blackjack in the widget.
2 Years Ago
Text edits
2 Years Ago
UI text work
2 Years Ago
Lower Blackjack mount eye pos so the player doesn't feel like they're inhabiting a wacky waving inflatable tube man when they look straight down
2 Years Ago
Directory changes, scene backups
2 Years Ago
New IO type, Industrial (was using kinetic but that's actually used in a couple of places) Updated prefabs Don't show power number on crosshair, presumably it will always be 0
2 Years Ago
Moved the poker-specific stuff in CardGamePlayerWidget into TexasHoldEmUI
2 Years Ago
UI action phrases for Blackjack game actions
2 Years Ago
Center Blackjack cards in the UI
2 Years Ago
Deal the rest of the initial cards, hide only the second on the dealer's cards
2 Years Ago
Merge from main -> hardcore
2 Years Ago
Show players' cards in Blackjack
2 Years Ago
Merge from static_group
2 Years Ago
Redo satellite dish to fix some missing renderers
2 Years Ago
Merge from main
2 Years Ago
▆▆▉ ▊▍▄▊▆ █▌ ▇▇▄▍█▇▄▉▅▅ ▉▋█▇▅▄ ▅▌▅▉ ▄█▊▇ ▆▊▉▉ ▇▇▍ ▄▄▇▇▇▋▉▋▊▋ ▊▆▌▊▉▋▅▉ ▌▍▋▄ ▌▋▍▊▊▋▌ ▋▉▆▌▅█▋ ▅▍▋▇ ▉▅▉▌█▅ ▌▋▋▌▇▍█ █▆▄▅▉█▊▄ ▌▌ ▌▅ ▇█▊▆▌▊▆▋▉ ▇▊ █▄▇▋▌▍▄▄█▉ ▋█ ▌█▉▉▉▄▆▋▆▋▊ ▄▋▅▉ ▌▅▅▅▍▄▊▉▄▅ ▊▌▄▌▌▇▊▊ ▄▋▋▆ ▄▊▊▆▊ █▋█▇▄ ▋█▅▌ ▇▇▌ ▇▆▌█▇▌▆ ▅▌▇▇▍█▊ ▇▋ ▊▅██▊▇▆
2 Years Ago
Moved various objects away from the Ragdoll layer, so that we can allow actual corpse ragdolls to collide with vehicles while still having vehicles pass through small plants and bushes Debris is generally the best alternative as it matches Ragdoll in that player collision ignores it, and player interaction detects it. The main difference is Debris ignores bullets and Ragdoll does not, so large solid objects can need a different option. Summary of changes: - Pumpkins, potatoes, hemp, corn, berries moved from Ragdoll to Debris. - Generic item drop containers moved from Ragdoll to Debris. - Various special event collectables moved from Ragdoll to Debris. - Some vehicle storage containers moved from Ragdoll to Vehicle Detailed. - Wood-Collectable and Halloween-Wood-Collectable moved from Ragdoll to World (unlike Ragdoll, the Debris layer ignores bullets, so large solid objects shouldn't use Debris). - GrowableHeatSource, GrowableGenetics, and CeilingLight now look for growables on the Debris layer instead of the Ragdoll layer.