reporust_rebootcancel

143,313 Commits over 4,413 Days - 1.35cph!

Yesterday
merge from industrial_dlc (and bowless_crossbow)
Yesterday
Fixed BatteringRam.DamageEntities NRE
Yesterday
merge from bowless_crossbow
Yesterday
Fixed torch fire effect texture compression artifacts
Yesterday
Remove furnaces from the cooking queue on destroy, fixes nre when reskinning an electric furnace Also fixed the IO sub entity being respawned over and over when reskinned
Yesterday
merge from main
Yesterday
medium apartment lod fixes cobwebs cockroaches
Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
Extended legs a bit further up in pants.shorts so transparent skins work
Yesterday
merge from game_room_dlc
Yesterday
merge from main
Yesterday
merge rust_relay_server -> main
Yesterday
merge main -> rust_relay_server
Yesterday
Ensure FakePlayer at net startup and server occlusion tweak
Yesterday
merge from main -> apartment_complex_monument
Yesterday
change waterwheel electric zap sounds to be same occlusion settings as rest of waterwheel sounds
Yesterday
fix water wheel water loop sound class (can occlude now)
Yesterday
Tweaking industrial torch burst cloth settings
Yesterday
deploy timing changes on cowbell, flute and trumpet
Yesterday
Set MouseDelta LegacyScale to 0.1 on macos
Yesterday
merge from workshop_emission_fix_again
Yesterday
workshop emission fix: when the workshop reads colours on materials that have default HDR emission intensities not equal to 1, it now divides by the default intensity. thus restoring the RGB slider values used in the skin submission.
Yesterday
assigned latest bowless crossbow 3p animations to its override controller and set holster/backpack gun position
Yesterday
Setup colour changing with spraycan on industrial shelves
Yesterday
Yesterday
set fake player to default to false
Yesterday
Adding burst cloth material for industrial torch
Yesterday
MP5 deploy animation timing update
Yesterday
Adding burst cloth to industrial torch viewmodel setup
Yesterday
merge from main
Yesterday
Blowpipe reload animation update
Yesterday
- Setup cleaner and more reliable reset flow - Fix loaded server authoritative position from stomping a predicted position (again) - Add 'include walls' to the raycast options - Codegen - Ensure pool table syncs state after each ball pocketing - Line renderer stops when it intersects with a wall or ball in the pool physics engine - Stop jumping into the air when you dismount after a shot
Yesterday
Ripped carpet decals for interior
Yesterday
fix BBQ workshop prefab being closed when publishing
Yesterday
Updated player unarmed idle
Yesterday
Quick refactor
Yesterday
Optim: SplitQuotesStrings - use pooled list internally - also gave it a small clean, as it was a bit horrendous looking code Saves us 3 allocs - down to 6 allocs, 0.25KB per call Tests: unit tests
Yesterday
merge from industrial_dlc
Yesterday
more terrain height polish and splat painting pushed set dressing density around the streets and secondary buildings
Yesterday
merge rust_relay_server -> main
Yesterday
Optim: SplitQuotesStrings - replace regex usage with hand-rolled processing Saves us 24 allocs per call - now 9 allocs, 0.5KB per call. As a bonus, looks to be 3-5x times faster Tests: ran unit tests
Yesterday
merge main -> rust_relay_server
Yesterday
fixed another NRE in FakePlayer occlusion
Yesterday
Apply friction when bouncing off walls to prevent weird infinite rolling at certain angles on surfaces
Yesterday
Reset the game when the 8 ball is pocketed before its due
Yesterday
hammer anim update on deploy
Yesterday
Update(tests): more failing edge cases Tests: ran unit tests, old logic passes
Yesterday
merge from bowless_crossbow
Yesterday
Disable motion vectors for io arrows, fixes motion blur issues
Yesterday
Fixed shop marker cluster text scaling