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136,969 Commits over 4,474 Days - 1.28cph!

Yesterday
Added a dedicated realmed bind for snapping, used by the wire tool and deployable snapping Fixed autorun causing issues with wire tools
Yesterday
First pass on adding events to cover apartment and shop usage
Yesterday
merge from cui_updates
Yesterday
Fix for Tooltip references breaking on Jenkins builds
Yesterday
Fixed no domain reload editor topbar button disappearing constantly
Yesterday
merge from defaultbinds_fix
Yesterday
Fixed bind_default not being bind realms aware (fixes +prevskin and +nextskin not bound by default)
Yesterday
Added some visual electric cables in airfield tower to display current flow to fuseboxes, computers airfield S2P
Yesterday
Added information sign in airfield tower to explain the computers drop logic
Yesterday
set up material randomiser for spray
Yesterday
merge from main
Yesterday
Calf initial setup
Yesterday
Hooked up testing patrol path Update walk states
Yesterday
Dolly edit context menus, clean up transitions, a bunch of ux improvements
Yesterday
New LIvestockAnimal class, Cow now derives from that
Yesterday
Merge from skin_randomiser
Yesterday
Some checks
Yesterday
Added support for builtin skins to have a random selection of materials Exposed as MaterialRandomSet, stores an array of material arrays Randomised based on world position so it should consistent between clients
Yesterday
Add gradients for rust utk, add them to timeline/options panel
Yesterday
Merge from attachment_fx_fix
Yesterday
Refactor ItemModSound to apply it's sounds client side based on UI drag/drop as opposed to after the fact on the server side Fixes attachment equip/unequip sounds being audible by other players - no other item movement logic in the inventory causes sounds like this Also saves a message being sent from the server every time an attachment is equipped so a mild bandwidth improvement as well
Yesterday
Fix puppets not compiling in client-only mode
Yesterday
merge from shield on back
Yesterday
Turn shield on back into a bind
Yesterday
merge from shield_on_back
Yesterday
...don't allow for toggling it too quickly.
Yesterday
Add `client.shieldonback` setting to keep your shield always on your back rather than taking it out.
Yesterday
Merge from bag_compass_marker
Yesterday
Add the option to display a sleeping bag/bed/etc on the compass Only one can be shown on the compass at once, can be toggled by looking at the bag (not via the map)
Yesterday
game_room_dlc -> main
2 Days Ago
Increased stack size 10 > 20
2 Days Ago
Disable gestures on roundabouts/swings
2 Days Ago
Pool: fix the cue not sitting properly in 3p (right hand) (again)
2 Days Ago
Fixed loadout not refreshing correctly when deleted/created by another admin when the f1 menu is closed
2 Days Ago
update from main
2 Days Ago
Phrases
2 Days Ago
merge from steaminventory_nre_fix
2 Days Ago
Fixed Steamworks.SteamInventory.GetAllItems NRE Steam inventory screen fails gracefully when Steam is not reachable
2 Days Ago
merge from demofolder_macos_fix
2 Days Ago
merge from main
2 Days Ago
Add UV1 channel to the 100x450 barrels blocker for use with a new beveled rubble detail normal, to reduce low poly look on the rocks
2 Days Ago
merge from darts_game
2 Days Ago
remove SyncVar checking against Vector3 zero, breaks coming into network range
2 Days Ago
merge from cui_updates
2 Days Ago
merge from hackweek_sv_pie_menu
2 Days Ago
Added pie test commands (`pietest`), closing callback to ContextMenuUI Updated CommunityEntity.OpenPie to use disposed pooling
2 Days Ago
add refreshing from syncvars on client load
2 Days Ago
Bugfix: BuildingPrivlidge(sic) - add GetOrUpdateProtectedMinutes that's MT safe and does a bit of a cheeky If we end up sending this entity to many players in 1 frame, it will update the cached protected minutes only for 1 player, and the rest are in limbo if they got old or new value. This gives us same perf as original lazy-eval solution. Tests: TestMTSave - got 0 fails!
2 Days Ago
attempt network range fix by disabling SyncVar RequireChange flag and processing throw even if the dart is flagged as not being thrown while in range
2 Days Ago
monument blocker blast door gib fixes