reporust_rebootcancel

134,340 Commits over 4,444 Days - 1.26cph!

Yesterday
merge from main
Yesterday
- Update the RustRenderPipelineGlobalSettings to ensure the asset gets created - Added the newly create global settings asset that was generated - Updated the graphics settings to contain the new global settings for RRP
Yesterday
Replaced placeholder kiosk posters, added subtle normals and roughness, added padding
Yesterday
Update: TerrainHeightMap.GetQueryStructure now takes in a flag for deep sea data - got rid of bespoke height and normal sampling from HeightMapQueryStructure - bugfix: buoyancy - WaterSystemBurst.GetHeightArray_Burst now samples relevant heightfields instead of assuming deepsea heightfield is a single const Last duplicate is gone, yay. Can finally look at fixing WaterLevel.GetWaterLevel and other spots Tests: booted into craggy, generated deepsea and teleported to it - swam around, went to the islands, went to scientist tugboats
Yesterday
merge from batteringram_wheels_fix
Yesterday
merge from wallpaper_fixes2
Yesterday
Fixed menu item modal arrow buttons not working (missing UnityEvent attribute)
Yesterday
Inventory idle animation updates
Yesterday
pool table lods and materials prefab setup for RE-implementation setup colliders
Yesterday
Added a toggle for shadow caching in the experimental settings
Yesterday
Fixed WallpaperPlanner.CLIENT_ChangeSkin NRE
Yesterday
Fixed needing cloth in your inventory to reskin wallpapers (reskin is free)
Yesterday
Apartments complex scene2prefab
Yesterday
Fixed battering ram middle wheels rotating backwards
Yesterday
merge from localizebindtoken_error_fix
Yesterday
Added the Chromatic Aberration volume component and updated all RRP volumes that should be using the effect
Yesterday
Fixed InputSystem.Keyboard.get_Item error
Yesterday
merge from silencer_loot_fix
Yesterday
fixed naming
Yesterday
updated painting textures
Yesterday
Merge from main - may need to rerun manifest
Yesterday
got rid of nasty uv seam
Yesterday
Prototype cyilnder water volume
Yesterday
Manifest stuff
Yesterday
Add NPC to damaged wing of apartment prefab (right beside the security room)
Yesterday
Create security guard NPC prefab and conversation
Yesterday
Merge from softcore_updates_jul_26
Yesterday
Codegen
Yesterday
Fix redirects of default items being included in softcore reclaim (eg. abyss torch)
Yesterday
Default gather rate to 2x
Yesterday
Convert convar to gamemodesoftcore.gather_rate, now only applies in softcore
Yesterday
Bury the timer and or switch under the ground (so players can't press the timer and can only press the button to re-open the door)
Yesterday
Instead of doing the timed lock as a custom entity, implement it with normal IO (Timer + Push Button) and trigger the timer with the NPC - add `testapartmentsecuritydoor` to fire off the NPC option
Yesterday
Added new GatherRate server convar Multiplies total resources received from ResourceDispensers and CollectibleEntities Should cover trees, nodes, collectable plants (not farmed), and harvestable corpses
Yesterday
Add inventory popups for items collected from reclaim functionality of rentable shop
Yesterday
Rename TimedAccessDoor -> TimedLock
Yesterday
Merge from aniso_filtering_texture_fix
Yesterday
Merge from Fix_odd_deployguides
Yesterday
Merge from clan_bugfixes
Yesterday
Add CCTV computer station and hidden security room in the damaged part of the apartment complex
Yesterday
Start adding code support for an NPC to grant access to a security system to view the contents of apartment rooms
Yesterday
Fixed rentable shop signs not loading on non owner clients
Yesterday
delete old file
Yesterday
get binocular effect working in RRP
Yesterday
Don't fail the test if the prefab has a Wearable tag but has no actual wearable (SkinViewer2.prefab for some reason?) Don't fail the test if disable rig stripping is set to true (fixes some pooling errors with burst cloth) Added all of the missing pooling components, found 95
Yesterday
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map Much safer fix for held entities potentially reappearing during gestures when they should be hidden
Yesterday
Attempted fix/refactor of how we hide held entities whilst performing gestures Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before) Seems to work okay, seemingly only a few small issues to iron out
Yesterday
Better fix
Yesterday
Fixed break in menu item throwing server side entityref lookup error
Yesterday
compile fix 2