reporust_rebootcancel

159,082 Commits over 4,597 Days - 1.44cph!

Stencils now overflow correctly in menu
add some placeholder stencils for testing
Today
Merge: from remove_baseplayer_breadcrumbs - Clean: remove error logs related to mystery client NRE Tests: build simulator
Today
scrap king - updated gibs and prefabs
Today
Clean: remove all baseplayer NRE breadcrumbs and supporting code Tests: none, trivial change
Today
Fixed shore ice spawning over railway tracks - added a Rail TerrainFilter to `shore_ice_[abc]` to reject ice placement over rail topology. Existing checks at single points easily failed. Tested in editor, resolved.
Today
Uzi - charm support and world model Picatinny rail - world model rig re-exported with Picatinny rail, shown only when a sight is attached - charm set up in 1p/3p - supportsAccessories enabled on item - attachment positions adjusted in 3p
Today
Fixed roadside waterpipes sometimes spawning on top of a road at T-junctions - stage's SpawnFilter now excludes road topology during placement
Today
ent unlock now works on steering wheels
Today
Merge: from jobs4_default - Update: make UsePlayerUpdateJobs default to 4 Tests: none
Today
Update: turn UsePlayerUpdateJobs to 4 by default Tests: none, trivial change
Moved stencils to a seperate tool (like eraser, brush, colour picker) Eraser/stencils/brush get different slider values (so brush is small like a tattoo needle, stencils can be stamped much larger) Clan logo appears in stencil section instead of brush Stencils can't be tinted
Today
merge from main
Today
add combat log entry for hitting gull groups
GetVisitingVendor should always return the oldest visiting vendor
Today
Possibly fix NetRead.get_Position NREs
Merge from main
Fix NRE when opening the inventory screen whilst in a conversation
Fix the new phone conversations displaying wrong information when server commands have been used
Today
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Today
Merge from procgen_fix_icelake_placement
Today
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Today
Bunker entrance source scene - reduced radius/fade to be closer to monument footprint. Removed unncessary paint data (out of bounds) from splat maps to clean up falloff. Reduced blend map to fade to 0 within monument radius. Propagated changes to bunker entrance a-d prefabs. Tested in procmap.
Today
Fix salvaged hammer animation events path in editor (wrong slashes)
Today
Fix drop item binds dropping the held item from your belt when in the inventory
Today
merge from main
Today
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Today
UZI viewmodel - Add Picatinny rail to rig & updated - set up rail to show when sights are attached - adjusted attachment positions - rail/mag ViewModelRenderers
Merge from UZI 9mm
Use stock extended properties whilst in a turret, regardless of how the stock set
restrict brush type and size
Today
Cherry-pick directory case fix
Today
Merge from bird_flocks_audio_distance
Today
Use short prefab name for weapon in combatlog
Today
Flock audio distance fix
Merge from main
Adjust various UZI mod points
Today
Merge from RRP
Today
Draw monument gizmos when editing terrain to help line up painting blend/splat within the radius and topology bounds
main -> character_customisation
merge from remove_snake_sss
Today
Brutalist Rock - Initial prefab setup, placeholder model and materials, loc, manifest, skins
Today
- Removed all handle-to-identifier conversions within RustRenderPasses, as this was only needed for BiRP - Further cleanup of BiRP only code in various areas
Today
Today
More performant light offset maybe.
Today
Slightly reduced radius and fade of radtown to reduce overreach. Smoothed radtown blend and pulled it in slightly where it extended past the radius. S2P. Checked in procmap.
Today
extended triangular prism splash damage bounds to grills and triangle hatches as well - slight adjustment to trianglular hatch bounds
Today
merge from main
Today
fixed scrap king building skin steam item sharing token with the building tier so it read "upgrade to scrap king" on the steam item
Today
merge from main