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140,092 Commits over 4,383 Days - 1.33cph!

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7 Minutes Ago
windmill_fixes -> main
29 Minutes Ago
Rebase on /main
30 Minutes Ago
merge from tincanalarm_v2
31 Minutes Ago
Updated tin can alarm description
39 Minutes Ago
Added a minuscule Deployed collider to the tin can alarm so it can take fire and explosion damage
46 Minutes Ago
Reduced loaded molotov light range
49 Minutes Ago
Kiosk A - LODs, collision, shutter LODs, prefab setup
51 Minutes Ago
Added tin can alarm open/close sounds
59 Minutes Ago
Merge from workbench_upgrades
59 Minutes Ago
Tooltip repurpose.
1 Hour Ago
merge from main
1 Hour Ago
Roof structures progress
1 Hour Ago
Fix windturbine gib scale
1 Hour Ago
Fix Bandit Camp Wind Turbine - Remove animator from static wind turbine as well and run through code instead
1 Hour Ago
merge from main
1 Hour Ago
removed overhang from crypt window collider
2 Hours Ago
added temporary oven model to apartment prefabs for preview
2 Hours Ago
exported edited boombox 3p anims
2 Hours Ago
Don't vary dye per hair type
2 Hours Ago
Metabolism values should now immediately update to latest values upon spectating a player
2 Hours Ago
Merge from main
3 Hours Ago
- Fix sibling index issue when moving existing orders around - Set cost and sell amount input to 0 when clearing
3 Hours Ago
Fix terrain.geometryclipmaps not persisting properly
3 Hours Ago
Get Unity to shut up about CBuffer setup (Rust/Standard)
3 Hours Ago
Fix empty tooltip for prototype cost. Set it to something useful while I'm at it.
3 Hours Ago
merge from fix_forceaddtoteam
3 Hours Ago
Fix another edge case with forceaddtoteam causing errors
3 Hours Ago
Merge from main
3 Hours Ago
Merge from viewmodel_early_disable_fix
4 Hours Ago
Merge from main
4 Hours Ago
3p mace deploy anim edited to match viewmodel
4 Hours Ago
Swapped out cannon gibs for mortar
4 Hours Ago
added MLRS bare (modding)
4 Hours Ago
Picking up mortar gives back mortar.item instead of cannon.item
5 Hours Ago
Fixed an issue with toggling shadow caching that would cause lights to attempt to use shadow caching when they weren't in the active lights list
5 Hours Ago
bulky sofa mesh col
5 Hours Ago
fix for l shaped sofa not culling
5 Hours Ago
Wood shutters lods and prefab setup
5 Hours Ago
Fixed LODs on female bone armour
5 Hours Ago
updated furniture in apartment prefabs - we're missing more kitchen cabinetry and cookers/sinks at the minute
6 Hours Ago
air raid sfx
Today
Fixed player heads not appearing on small hunting trophy
Today
Create a crude oil producer prefab, deposits oil into a LiquidContainer Added support to modular car fuel module to carry crude Crude oil will be pushed from the producer into the tanker via fluid IO
Today
Fixes FIxed car tyres throwing an NRE if they are spawned as part of a scene
Today
Add option for Water Catchers to skip the sky physics check Create a new static water catcher with a custom production rate that doesn't require sky visibility Move water catcher collection updates out of Invokes and into a work queue (they are only every 60s but Invokes won't scale once we add a lot more around the map)
Today
Fix pooling error where LODComponent was calling Refresh() before the GameObject was enabled & parenting was finished causing it to pull a LOD cell at 0,0,0 instead of the LOD cell at it's world position - fixes codelocks attached to chests being invisible when pausing dynamic occlusion is enabled (because it would only refresh it's LOD cell when it was considered dynamic)
Added ability to reorder existing sell orders by clicking and dragging it up/down
- More animations - More tooltips - FIxed spacing on existing sell order components - Boxes are integer only where needed - Spotlight
- Fixed search bar styling issues - More minor polish (some anims)