reporust_rebootcancel

134,047 Commits over 4,293 Days - 1.30cph!

2 Days Ago
merge from rpg_redirect_fix
2 Days Ago
merge from Youtooz_GroundwatchFix
2 Days Ago
merge from TechTreeT2_Muzzlebrakefix
2 Days Ago
merge from BearSkinRug2_Reloaded
2 Days Ago
merge from Xmas_CollisionMesh_Fix
2 Days Ago
merge from building_blocks_skin_and_fixes_dec25
2 Days Ago
merge from YouTooz scientist plushies LOD fix
2 Days Ago
cherrypicking bamboo_shelve_stacking
2 Days Ago
upressed SKS skinnable texture submissions to 2k from 1k
2 Days Ago
Merge from main
2 Days Ago
scrap box matrix added, updated icon, prefabs updated
3 Days Ago
supply lightdir/color for water again, adjust texture formats
3 Days Ago
fix double-rendering atmosphere
3 Days 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
3 Days Ago
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
3 Days Ago
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
3 Days Ago
Merge from artist_pack_dlc
3 Days Ago
Fixed reactive target collider not updating on the server Reactive target gibs are simplified, gib meshes are no longer r/w
3 Days 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
3 Days Ago
Mark easel_col as r/w
3 Days Ago
Allow repairing cannons
3 Days Ago
pt_boat_turret_fixes -> main
3 Days Ago
- Fix rear turret being able to move outside its clamping bounds
3 Days Ago
Merge from naval_update
3 Days Ago
Server admin UI tab progress
3 Days Ago
merge from artist_pack_dlc -> main
3 Days Ago
Lowered HLOD distance of floating cities 200 -> 100
3 Days Ago
fix interface compiler defines
3 Days Ago
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
3 Days Ago
Item list flex scroll fixes
3 Days Ago
Attempt at fixing the god awful unity scrollrect default behaviour, feels better now
3 Days 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
3 Days Ago
Fix native grid crash with buoyancy batching enabled
3 Days Ago
Added playerboat.kill_all_above_deployable_count command.
3 Days Ago
Added keyboard controls to the item list
3 Days Ago
Merge: from main
3 Days Ago
Merge from deployable_limit
3 Days Ago
Enforce limit
3 Days Ago
merge from main
3 Days Ago
audio volume changes
3 Days Ago
Include count of total amount of warnings and errors after the manifest finishes generating
3 Days 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
3 Days Ago
merge from main -> fix_manifest_errors
3 Days Ago
Merge: from main
3 Days Ago
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
3 Days 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
3 Days Ago
Deployable limit convar wip
3 Days Ago
Update: another flow change to ReconnectToASleeperFromSave - added missing PostServerLoad call - adjusted expectations Tests: ran unit test - still fails as expected
3 Days 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
3 Days Ago
- Fix turret movement not being visible to others (when other players are using it) - Half front turret sensitivity