reporust_rebootcancel

135,775 Commits over 4,474 Days - 1.26cph!

11 Months Ago
Progress
11 Months Ago
Merge from main
11 Months Ago
Place entrance & exit ports based on the loot direction of the map - entrance to deep sea should be on the T2 side of the map - exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean - example: leave left side of map, enter on right side of ocean
11 Months Ago
update deep_sea/portals
11 Months Ago
Include all the other prefabs updated when generating manifest
11 Months Ago
Update manifest
11 Months Ago
Fix compile errors
11 Months Ago
Update protobuf
11 Months Ago
Commit AK FBX that keeps being reserialized
11 Months Ago
merge from deep_sea/portals -> deep_sea
11 Months Ago
Codegen
11 Months Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
11 Months Ago
Codegen after merge
11 Months Ago
Merge from s2p_flatten
11 Months Ago
Run scene2prefab (skip HLOD)
11 Months Ago
merge from naval_update -> deep_sea
11 Months Ago
merge from main -> naval_update
11 Months Ago
Fix train tunnel entrances not linking up properly
11 Months Ago
Bunch of work to get the portals working - entering the portal as a player or as a vehicle will instantly teleport the the opposite side - portals are spawned at runtime and sized to the size of the island - portals can be spawned at any of the 4 cardinal directions of the island - for testing leave the island from the north side and enter the deep sea on the south - will be spawned 200m from the edge of the deep sea (in the center of the ocean for testing) - teleport the player the frame after they enter since making the player sleep deletes the rigidbody immediately and unity doesn't like deleting physics objects inside the callback they enter the trigger (later this will be hidden by effects) - refactor the name of some code to make it nicer - portals will show as big green boxes to make testing easier, can be toggled with `deepsea_portals_visible` convar - fix PointEntity<T> not intializating the singleton instances as soon as possible
11 Months Ago
merge static field reset code gen improvements back to main.
11 Months Ago
adjust xl picture frame placement bounds (can now place in triangle wall corner)
11 Months Ago
Add support for constructors in ResetStaticFields, handle arrays initializers with Unity struct types.
11 Months Ago
Fix objects flagged as not allowing flattening being deleted when a parent is deleted
11 Months Ago
Remove testing model for collider placement from mannequin
11 Months Ago
Progress & terrain files.
11 Months Ago
merge from vclouds_default_enable
11 Months Ago
Change portal GUID since it somehow conflicts with the island prefab GUID
11 Months Ago
PT Boat progress
11 Months Ago
gunshot_network_range_improvements -> main
11 Months Ago
Remove logs
11 Months Ago
Bolty and l96 can be heard from up to 700~ meters away Max before was around 350
11 Months Ago
Fixed breakdown button loc
11 Months Ago
Fixed boots being in the wrong order in the skin viewer
11 Months Ago
merge from skinviewer_boots_fix
11 Months Ago
Tilesets.
11 Months Ago
decor_lighting_dlc -> main
11 Months Ago
syncvar_load_fix -> decor_lighting_dlc
11 Months Ago
Fix some syncvars not loading in properly
11 Months Ago
merge from decor_lighting_dlc
11 Months Ago
Fixed bulb string lights and fairy lights not working in builds
11 Months Ago
Allow placement of ceilling lights on rocks
11 Months Ago
Add parrelsync so i dont need to redownload the rust project to have two editors
11 Months Ago
Set chandelier last length default value to -1
11 Months Ago
fix mannequin LODs, remove ability to lock mannequin
11 Months Ago
Set correct mip map bias when using indirect instancing
11 Months Ago
merge from decor_lighting_dlc
11 Months Ago
Added a toast when the chandelier reached its max length Increased the max length a tiny bit
11 Months Ago
enabled read/write on spotlight gibs
11 Months Ago
Tighter wall cabinet placement angles Tweaked chandelier deploy volume and collider
11 Months Ago
added collision mesh for beanbag chairs