reporust_rebootcancel

135,655 Commits over 4,474 Days - 1.26cph!

3 Days Ago
Fix StagedResourceEntity not being able to retrieve which meshes to use if the source asset has no auto generated LODGroup component Instead just use first found renderer as LOD0
3 Days Ago
Entity setup for stacked desks blocker
3 Days Ago
stacked desk entity backup (no mani update yet)
3 Days Ago
Stacked tables WIP (reverted entity due to bug, will remake)
3 Days Ago
merge form hatchet_fixes
3 Days Ago
merge from barrel_deploy_fit_shelves
3 Days Ago
merge from Lootpanel_Upkeeptext
3 Days Ago
merge from softcore_changelog
3 Days Ago
merge from masterkey_ownership_fix
3 Days Ago
merge from spraycan_reskin_refactor
3 Days Ago
merge from shops_vis_number
3 Days Ago
merge from demo_compat_bricking_fix
3 Days Ago
merge from pickup_monument_fix
3 Days Ago
Adding g skin ak anims
3 Days Ago
merge from main
3 Days Ago
satellite control room, some polish to set dressing
3 Days Ago
satellite crates updates
3 Days Ago
merge from apartment_disconnect_teleport_fix
3 Days Ago
merge from rentableshop_item_move_fix
3 Days Ago
merge from rust_relay_server
3 Days Ago
merge from master_key_despawn_time_increase
3 Days Ago
merge from charms_ownership_fix
3 Days Ago
merge from apartment_door_teammate_fix_2
3 Days Ago
merge from sleeper_safezone_turret_fix
3 Days Ago
merge from apartment_estimatedvalue_fix
3 Days Ago
Added the twitch drops render scene to the "Scenes" unity menu
3 Days Ago
Deleted an old, broken prefab in scene
3 Days Ago
Position tweak
3 Days Ago
Merge from main
3 Days Ago
Update WeatherEffect to use a PersistentObjectWorkQueue instead of repeating invokes Budgeted to 0.05ms, matches it's invoke cost but stops the occasional spike up 0.1ms Also pass the position of the effect down the chain once, instead of repeatedly accessing transform.position
3 Days Ago
Limit amount of upkeep that can be stored in an apartment upkeep terminal to three days worth (amount varies between apartments) Send a network update from the apartment whenever items are added and removed from the upkeep terminal to update clients
3 Days Ago
Unsaved mask
4 Days Ago
Fix shield not rotated correctly while holding vanilla hatchet
4 Days Ago
merge from triggerbase.ontriggerenter_nre
4 Days Ago
correct comment
4 Days Ago
Potential fix for triggerbase on trigger enter NRE. Possible weird sequence where a call via OnPlayerEnterCombatZone -> Teleport which eventually calls ForceUpdateTriggers could result on OnTriggerExit running inside our same trigger whilst we're still inside its OnTriggerEnter
4 Days Ago
Fix NPC Shop vendors facing the wrong direction after save load
4 Days Ago
Resolved timeout issue on map upload
4 Days Ago
keep a dropped key around for an hour rather than 5 minutes
4 Days Ago
Merge from more_cleanup
4 Days Ago
Fixed ban notification report date being wrong, will now show the date of the first report
4 Days Ago
Update(debug): allow to filter occlusion culling debug to just 1 specific instance via culling.debugid - added editor only way to copy id (need a way to do this in standalone) Tests: used it to isolate apartment corridor wall (still pants to use though, need something better)
4 Days Ago
Don't send room network update twice Clean up methods Refresh blocker state constantly if inside the invisible door toggle
4 Days Ago
Founders Door - lowpoly and first texture iteration
4 Days Ago
Also fix MeshLOD spamming errors when first adding the component
4 Days Ago
Implement arted up variant of powerplant fuse box - Fuses visible in fusebox according to which slot they are placed in - Use gib for popping out spent fuses - Add custom loot panel for the powerplant fuse boxes - Move powerplant fuse condition loss to a convar Also: - Fix all invalid slots being visible for a frame when opening a loot panel with 'hideInvalidIcons' enabled - Fix loot panels reverting to the quick craft panel when closing the entire panel
4 Days Ago
Consistent icon sizing for animation buttons
4 Days Ago
Camera scroll zoom shift tooltip
4 Days Ago
Update(editor): occlusion hiz overlay - "auto-expose" depth overlay Original implementation made it very difficult to discern anything in enclosed spaces Tests: used it in apartments
4 Days Ago
Port ONLY the shader changes over from /main/.../std_shader_compat in order to make the standard shader compatible with the SRP batcher. This will cause conflicts. If you run into that, than know that this branch is the source of truth. This branch should stomp whatever was under /main/indirect_instancing.