reporust_rebootcancel

134,495 Commits over 4,293 Days - 1.31cph!

9 Days Ago
merge from TechTreeT2_Muzzlebrakefix
9 Days Ago
merge from BearSkinRug2_Reloaded
9 Days Ago
merge from Xmas_CollisionMesh_Fix
9 Days Ago
merge from building_blocks_skin_and_fixes_dec25
9 Days Ago
merge from YouTooz scientist plushies LOD fix
9 Days Ago
cherrypicking bamboo_shelve_stacking
9 Days Ago
upressed SKS skinnable texture submissions to 2k from 1k
9 Days Ago
Merge from main
9 Days Ago
scrap box matrix added, updated icon, prefabs updated
9 Days Ago
supply lightdir/color for water again, adjust texture formats
9 Days Ago
fix double-rendering atmosphere
9 Days Ago
sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag
9 Days Ago
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
9 Days Ago
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
9 Days Ago
Merge from artist_pack_dlc
9 Days Ago
Fixed reactive target collider not updating on the server Reactive target gibs are simplified, gib meshes are no longer r/w
9 Days Ago
Reactive target fixes Fixed ground watch floating in the air Simplified placement sockets to 4 corners and middle, expanded all sockets Fixed rotation axis
9 Days Ago
Mark easel_col as r/w
9 Days Ago
Allow repairing cannons
9 Days Ago
pt_boat_turret_fixes -> main
9 Days Ago
- Fix rear turret being able to move outside its clamping bounds
9 Days Ago
Merge from naval_update
9 Days Ago
Server admin UI tab progress
10 Days Ago
merge from artist_pack_dlc -> main
10 Days Ago
Lowered HLOD distance of floating cities 200 -> 100
10 Days Ago
fix interface compiler defines
10 Days Ago
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
10 Days Ago
Item list flex scroll fixes
10 Days Ago
Attempt at fixing the god awful unity scrollrect default behaviour, feels better now
10 Days Ago
Update: add TestOnCycleStackables test to validate onCycle caching Weirdly it passes with no duplicate-key exceptions. Maybe the exception is just a symptom, gonna check elsewhere Tests: ran unit test
10 Days Ago
Fix native grid crash with buoyancy batching enabled
10 Days Ago
Added playerboat.kill_all_above_deployable_count command.
10 Days Ago
Added keyboard controls to the item list
10 Days Ago
Merge: from main
10 Days Ago
Merge from deployable_limit
10 Days Ago
Enforce limit
10 Days Ago
merge from main
10 Days Ago
audio volume changes
10 Days Ago
Include count of total amount of warnings and errors after the manifest finishes generating
10 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for player connecting to a sleeper from a save emitting an error Tests: unit tests + 2p on Craggy
10 Days Ago
merge from main -> fix_manifest_errors
10 Days Ago
Merge: from main
10 Days Ago
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
10 Days Ago
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save Done via initializing sleeper if it supports server occlusion in PostServerLoad Tests: unit tests + 2p on Craggy with a sleeper in a save
10 Days Ago
Deployable limit convar wip
10 Days Ago
Update: another flow change to ReconnectToASleeperFromSave - added missing PostServerLoad call - adjusted expectations Tests: ran unit test - still fails as expected
10 Days Ago
Update: adjusted the expectations for ReconnectToASleeperFromSave test Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code Tests: ran unit test, it fails as expected
10 Days Ago
- Fix turret movement not being visible to others (when other players are using it) - Half front turret sensitivity
10 Days Ago
fixed paintable window collision - thanks elliot.
10 Days Ago
Handle NRE inside NPCAnimController.DoPrepare()