reporust_rebootcancel

141,278 Commits over 4,383 Days - 1.34cph!

Yesterday
merge from main
Yesterday
Fixing dracual cape vertex being skinned to eye lids
Yesterday
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Yesterday
update mortar and basic ammo icons and reconnect in item prefab. updated manifest
Yesterday
Merge from workbench_upgrades
Yesterday
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Yesterday
Also cache and apply scale for upgrade visuals . Applied to all workbenches.
Yesterday
merge from main auto-resolve VendingMachine.cs and proto
Yesterday
Merge from parent
Yesterday
Mortar animation polish and clip updates
Yesterday
updated crypt building skin icon
Yesterday
Merge from main
Yesterday
merge main -> rust_relay_server
Yesterday
Adding low fences LOD0's Updated playground fences
Yesterday
Merge from heightmap_bake_fix
Yesterday
Merge from main
Yesterday
adjusted surplus upgrde position
Yesterday
Revert TerrainHeightMap from bad merge
Yesterday
merge from main
Yesterday
mannifest
Yesterday
update from main
Yesterday
Merge from main
Yesterday
merge from main, will rebuild mainifest
Yesterday
Use meshes for hole shapes Switch to using CommandBufferManager to keep hole and terrain render order Add cylinder mesh that matches radius of terrain modifiers Hole editor clean up
Yesterday
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Yesterday
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Yesterday
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Yesterday
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Yesterday
vendingmachine_ui_refresh -> main
Yesterday
main -> vendingmachine_ui_refresh
Yesterday
Add condiiton and slot support to fake inventory
Yesterday
Support skins on collapsed shop view
Yesterday
Check skin ID before allowing a purchase
Yesterday
Fix a couple of bugs with cost skin id not being detected properly
Yesterday
Added independent skin support to cost item (was only supported for selling item before)
Yesterday
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
Yesterday
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Yesterday
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Yesterday
Fixed remaining light fixture issues.
Yesterday
Added another female/light player seed
Yesterday
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Yesterday
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2 Days Ago
Merge from main
2 Days Ago
Fix submesh bypass per prefab being inverted
2 Days Ago
Enable submesh batching on shipping container
2 Days Ago
Only enable submesh batching on certain assets instead of every single one