reporust_rebootcancel

129,745 Commits over 4,232 Days - 1.28cph!

16 Days Ago
restore WB tax reductions codegen
16 Days Ago
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16 Days Ago
Changed WaitUntilAllSpawned to use WaitUntilWithTimeout Test list
16 Days Ago
Fixed Shreddable_PickupTruck only being destroyed on the server by DestroyOutsideMonument when spawned using commands
16 Days Ago
Added a test spawning and killing all entities, looking for NREs
16 Days Ago
Normal fix on coffecan helmet repose
16 Days Ago
merge from main
16 Days Ago
No need to cache saild wind blocked status if not lowered
16 Days Ago
Cherrypick RendererBatch changes from 134527, prevents monument prefabs reimport when switching in between CLIENT and SERVER
16 Days Ago
save++ network++
16 Days Ago
Compile fix
16 Days Ago
merge from garage_door_2k
16 Days Ago
merge from computerstation_cap_fix
16 Days Ago
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16 Days Ago
merge from marker_teleport_from_server
16 Days Ago
merge from boat_better_shallow_water_behaviour
16 Days Ago
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16 Days Ago
Allow mummy mask in conveyor filters
16 Days Ago
- Fix issue where loaded mission data could retrieve an invalid active mission index - Improvements for how map and compass mission markers handle deep sea locations - Various bits of cleanup to places retrieving the active mission instance from a player
16 Days Ago
Trimming the fat on the floating walkways set dressing in FC3 FC3 S2P
16 Days Ago
fixed condenser tanks draw distances being too big fixed ocean_buoy_static not culling reduced culling distance on a static rug prefab, enabled batching added meshCull on a single fish prop that wasn't culling reduced draw distance on a cardboard crate drawing way too far, enabled batching wall.frame.cell_static now culls, was relying on building blocks setup which doesnt some individual LOD distance overrides on barge props fixed ridiculous draw distance on worklight triple prefab, objects were not culling fixed ridiculous draw distance on pipewrench
16 Days Ago
merge from naval_update
16 Days Ago
shallow water rebalance - better depth values for speed reduction and unbeaching behaviour - increased unbeaching accel, applies fraction of it upwards to separate better - increased turning torque by 50% and raised floor of its velocity scaling
16 Days Ago
Disabled GPU instancing on CollectableCandy particle system as it breaks the positions of the particles when a Rust/Standard shader material is used with it
16 Days Ago
Boat-shape scoring initial testing
16 Days Ago
merge from Sail_Minigun_desc
16 Days Ago
Boots LODs
16 Days Ago
Replaced boat crane meshes with proper prefab assets. S2P on FC3
16 Days Ago
Fixed radiation zones not disabling after players leave area
16 Days Ago
Merge from puzzle_reset_changes
16 Days Ago
merge from floating_cities
17 Days Ago
Subtract 135644
17 Days Ago
Elevators now have a Power In slot on every floor, if any elevator in a stack has power the whole stack will be considered powered Still WIP, have one edge case issue to fix
17 Days Ago
Merge from eye_wearable_fix_2
17 Days Ago
Another attempt at fixing hazmats with WearableEyeViewAdjustment still displaying the head when a player is killed while wearing (krieg, pilot hazmats mostly) Also fixes those hazmats not showing the head mesh on the invisible verison we use to render local player shadows
17 Days Ago
Allow all the frankenstein parts to be added to conveyor filters
17 Days Ago
Allow frankenstein mask in conveyor filters
17 Days Ago
Fix reload/attack animation playing for the local player from a worldmodel perspective provided we have a viewmodel
17 Days Ago
Remove Viewmodel ghosting Fix dismount NRE
17 Days Ago
naval_update -> turret_viewmodel
17 Days Ago
vendor_ui_drone_accessibility -> main
17 Days Ago
- Show if a vending machine is accessible by a drone in the regular map - Shows same result as in the admin ui - When updating any building parts nearby a vending machine perform a check and see if we need to update the marker - Add profiling
17 Days Ago
Compile error fix
17 Days Ago
Restored AutomatedTests scene in Scenes menu
17 Days Ago
Added back PasteEntitiesEditMode in copypaste so we can edit raiding test scenarios Had to split PasteEntitiesInternal into multiple methods
17 Days Ago
rpg7 sounds
17 Days Ago
- Took a stab at fixing the worst flex UI known to man (my vendor ui) - Reorganised the layout, cleaned it up a bit - Fixed close button not aligning with the listings
17 Days Ago
merge from main
17 Days Ago
Merge from junkpile_jump_improvements_2
17 Days Ago
Water junkpile ladders use the force look at option so players don't briefly go into ladder mode when running off the side of the junkpile or when they are facing the wrong way underneath a junkpile