reporust_rebootcancel

133,800 Commits over 4,293 Days - 1.30cph!

Today
merge from naval_update
Today
merge from planner_viewmodel_clipping_fix
Today
merge from adventcalendar_resetstate
Today
merge from rpg_redirect_fix
Today
merge from Youtooz_GroundwatchFix
Today
merge from TechTreeT2_Muzzlebrakefix
Today
merge from BearSkinRug2_Reloaded
Today
merge from Xmas_CollisionMesh_Fix
Today
merge from building_blocks_skin_and_fixes_dec25
Today
merge from YouTooz scientist plushies LOD fix
Today
cherrypicking bamboo_shelve_stacking
Today
upressed SKS skinnable texture submissions to 2k from 1k
Today
Merge from main
Today
scrap box matrix added, updated icon, prefabs updated
Today
supply lightdir/color for water again, adjust texture formats
Today
fix double-rendering atmosphere
Today
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
Today
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
Today
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
Today
Merge from artist_pack_dlc
Today
Fixed reactive target collider not updating on the server Reactive target gibs are simplified, gib meshes are no longer r/w
Today
Reactive target fixes Fixed ground watch floating in the air Simplified placement sockets to 4 corners and middle, expanded all sockets Fixed rotation axis
Today
Mark easel_col as r/w
Today
Allow repairing cannons
pt_boat_turret_fixes -> main
- Fix rear turret being able to move outside its clamping bounds
Today
Merge from naval_update
Today
Server admin UI tab progress
Today
merge from artist_pack_dlc -> main
Today
Lowered HLOD distance of floating cities 200 -> 100
Today
fix interface compiler defines
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
Yesterday
Item list flex scroll fixes
Yesterday
Attempt at fixing the god awful unity scrollrect default behaviour, feels better now
Yesterday
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
Yesterday
Fix native grid crash with buoyancy batching enabled
Yesterday
Added playerboat.kill_all_above_deployable_count command.
Yesterday
Added keyboard controls to the item list
Yesterday
Merge: from main
Yesterday
Merge from deployable_limit
Yesterday
Enforce limit
Yesterday
merge from main
Yesterday
audio volume changes
Yesterday
Include count of total amount of warnings and errors after the manifest finishes generating
Yesterday
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for player connecting to a sleeper from a save emitting an error Tests: unit tests + 2p on Craggy
Yesterday
merge from main -> fix_manifest_errors
Yesterday
Merge: from main
Yesterday
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
Yesterday
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
Yesterday
Deployable limit convar wip