reporust_rebootcancel

155,209 Commits over 4,536 Days - 1.43cph!

1 Year Ago
naval_update/gun_turret -> naval_update
1 Year Ago
Manifest Codegen
1 Year Ago
naval_update -> gun_turret
1 Year Ago
Apply changes to default prefab
1 Year Ago
Make turret entity invinsible Position changes
1 Year Ago
Rename internall turret seat Move aim position Manifest
1 Year Ago
Interpolate server states with IGenericLerpTarget, thanks Bill!
1 Year Ago
Fix cannon rotation being independent of the boat when turning.
1 Year Ago
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
1 Year Ago
Fix wrong gibs on cannon
1 Year Ago
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
1 Year Ago
Fix more rotation issues, offset the parent correctly
1 Year Ago
Point guns in the correct direction
1 Year Ago
Spawn 2 50cal guns for the dual version and point both slightly inwards to rotate towards the same forward Ensure you cant loot the front turret ammo (this will be used by NPCs for reloads)
1 Year Ago
floating city4
1 Year Ago
Merge from monument_notification_sounds
1 Year Ago
Merge from main
1 Year Ago
Fix issues with oil rig sound notification prefab
1 Year Ago
fix flexelement issues with screen resizing
1 Year Ago
Add floating city to "Scenes/Monuments/" menu in editor
1 Year Ago
merge from disable_island_parenting -> deep_sea
1 Year Ago
Pushed a debug change by accident
1 Year Ago
Portal spawns within valid bounds Vehicle whitelist cleanup
1 Year Ago
don't update steering wheel sounds when out of range use TimeSince instead of incrementing a timer for steering wheel sound stop delay
1 Year Ago
Added favourite colours controls for painting, with convar support to create up to 10 (default 3) - this was sorely needed with the addition of the colourpicker
1 Year Ago
Unparent all the child entiites on the deep sea islands so they only network when up close - simplier and easier than dealing with inheriting network groups
1 Year Ago
merge from mesh-guide-shader-improvements (several fixes)
1 Year Ago
merge from main
1 Year Ago
remove most junk from elite crates
1 Year Ago
fix construction guide flickering from rendering multiple LODs on top of each oither
1 Year Ago
Update: Initial rewrite of the analytics core - Only implements NullUploader, I'll implement actual uploaders after tests are good - Added basic tests for it, but they don't validate anything - that'll be next. - Renamed existing AnalyticsTests.cs to Test.EventRecord.cs (+ internal rename) - those tests validate EventRecord serialization Goal is to use one implementation to cover needs of both Client and Server. Got the basics done, need to add telemetry to be able to test better, support EventRecord pooling and implement the existing uploaders. Tests: ran new unit tests
1 Year Ago
Fix nothing rendering for real this time.
1 Year Ago
fix some missing guides, render alpha cutouts
1 Year Ago
Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions
1 Year Ago
Mannequin Setup
1 Year Ago
1 Year Ago
Fix meshes not being properly collected, log time when building navmesh synchronously, fix not accounting for biome specific ores when adding nav blocker
1 Year Ago
scale lighting by scene ambient luminance, so it's not overly bright at night
1 Year Ago
Remove logs
1 Year Ago
Move everything to ai namespace, delete unused classes, move navmesh params to own file, add more safety checks in native code when creating empty navmesh, also save/load pending build operations, ignore trees, add navblocker to ores
1 Year Ago
Change undo/redo painting icons to be distinct from rotation controls
1 Year Ago
Add colourpicker to painting menu
1 Year Ago
Change OutlineManager to only use "PhysicsDebris" as the Vis.Entities() layer instead of every single layer - fixes 0.5ms lag spike every 0.5s
1 Year Ago
Added model greybox and material for Rust 12th birthday cake
1 Year Ago
Fixed deep sea globally networked entities being considered as inside the tutorial network group by TutorialIsland.IsTutorialNetworkGroup
1 Year Ago
Rust 12th birthday cake greybox model pass. Added viewmodel, world model. Updated cake entity, item and projectile with new greybox assets.
1 Year Ago
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