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140,636 Commits over 4,383 Days - 1.34cph!

10 Minutes Ago
workshop and emission toggle HDR potential fix (for efurnace)
15 Minutes Ago
Added new input system package
16 Minutes Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work 2/2
21 Minutes Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work
27 Minutes Ago
Tone down the emoji scale
28 Minutes Ago
Fix emoji picker being hidden underneath the stats menu
30 Minutes Ago
- FIx emoji overlay being offscreen - FIx emojis not being rendered correctly in the shop name input box
34 Minutes Ago
Fix sold out being shown when entering a buy amount greater than the amount inside the machine
38 Minutes Ago
Fix dragging item being stuck on the screen when closing the vending admin UI
40 Minutes Ago
merge main -> rust_relay_server
41 Minutes Ago
Fix existing sell order on modify clicked NRE
43 Minutes Ago
Add support to seperate different skins into seperate vending listings. Eg you can sell a skinned ak in a different listing than a regular AK. This is optional and can be toggled on a machine by machine basis in the new UI.
49 Minutes Ago
Updating heavy plate armour skinning
1 Hour Ago
setup AK to use flatback charms, setup backpack with flatback variant
1 Hour Ago
pooltable_and_dartboard_models -> game_room_dlc
1 Hour Ago
main -> game_room_dlc
1 Hour Ago
Updating knight armour helmet skinning
1 Hour Ago
move missing file
1 Hour Ago
Merge from main
1 Hour Ago
merge from tincanalarm_v2
1 Hour Ago
Cant open tin can alarm when building blocked
1 Hour Ago
Removed unknown region log spam in editor
2 Hours Ago
Clean: projectiles now internally iterate over their cache rather than instance list Tests: unit tests, 2p on craggy
2 Hours Ago
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
2 Hours Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
2 Hours Ago
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs - General cleanup of the code - Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim - Remove some garbage allocs in AnimationEvents - In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
2 Hours Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
3 Hours Ago
Merge from main
3 Hours Ago
Merge from main
3 Hours Ago
merge from automated_testing
3 Hours Ago
Merge from industrial_crafter
3 Hours Ago
Craft speed multiplier fix. Pool fix
3 Hours Ago
Cleanup
3 Hours Ago
add engineer reinforced upgrades
3 Hours Ago
added shelf to tier 3 updated upgrade positions updated reinforced position to accomade the extra fbx - also adjusted the gibs
3 Hours Ago
Optimised test runner window OnGUI stack Editor test runs are faster
3 Hours Ago
adding an industrial crafter test setup save
4 Hours Ago
updated tier 2 upgrade placement positions also added a shelf to the tier2 workbench so it can more closely match the concept
4 Hours Ago
4 Hours Ago
custom editor for attachments to help joint config
4 Hours Ago
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
4 Hours Ago
Update: ensure projectile stable indices are packed This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level Tests: unit tests + shot around player with 2 clients connected
4 Hours Ago
Made the LODBakerTest script compatible with the new Bake functions arguments
4 Hours Ago
updted upgrade placements for engineer and workbench tier 1
4 Hours Ago
M39 - Deleted duplicate overrride controller - Hooked up aim firing anim correctly
4 Hours Ago
Merge from parent
4 Hours Ago
deleted duplicate 3p spas anims
4 Hours Ago
moved l96 holdtype to correct folder
4 Hours Ago
Cherry Picked from 130098 (Removing LOD Baker debug code)
4 Hours Ago
Cherry Picked from 130097 (Multiple source mesh support within the LOD Baker script)