reporust_rebootcancel

130,614 Commits over 4,171 Days - 1.30cph!

14 Minutes Ago
Can no longer loot the input side of dropboxes from the other side
31 Minutes Ago
Sculpts
37 Minutes Ago
merge from main
38 Minutes Ago
relax wall cabinet placement, able to place 2 side by side with ease in a 1x1
43 Minutes Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for slow metabolism and slow hostile timer accumulation on drawn weapon Tests: compared healing rates of large medkit between UsePlayerUpdateJobs 0 and 2
44 Minutes Ago
Merge: from main
46 Minutes Ago
Bugfix: UsePlayerUpdateJobs 1/2 - fix metabolism being slow - Fixed by using correct delta times - use tick time length instead of deltaTime (as we accumulate deltaTime until we have a whole tick's worth, then step tick's duration) - Also fixed marking player hostile if weapon drawn for long enough - same fix as above Noticed same issue with another bit of code, but this one's wrong in vanilla flow as well - so leaving it as is till later. Tests: compared rate of healing with log.level Combat 2 after using large medkit on UsePlayerUpdateJobs 0 and 2
1 Hour Ago
Fix Invisible fire around Bradley APC debris, also fixes related entities.
1 Hour Ago
added missing rhib buttons
1 Hour Ago
Add mannequin image to general store and page
1 Hour Ago
Added dials to control panel on rhib crane
1 Hour Ago
rhib crane lods and prefab
1 Hour Ago
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
1 Hour Ago
Merge from parent
1 Hour Ago
Hazmat suit despawn rarity set
2 Hours Ago
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
2 Hours Ago
Scene cleanup / medical barge prefab
3 Hours Ago
Revert change to calculating distance on MissionPoint
3 Hours Ago
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
3 Hours Ago
Add method to calculate remaining path length
3 Hours Ago
Revert bad file change from merge
3 Hours Ago
tweaked lod distances on clothing mannequin to cull sooner
3 Hours Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
4 Hours Ago
Merge from mission_create_streamlining
4 Hours Ago
- Various small misc changes to working with missions in editor - Fixes for Activate Sensor mission - Adds ShowIf attribute to contextually hide fields in the inspector
4 Hours Ago
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5 Hours Ago
merge from decor_lighting_dlc
5 Hours Ago
Clean: extra "can kick" annotation Tests: none, trivial change
5 Hours Ago
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
5 Hours Ago
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
5 Hours Ago
fluorescent wall light no longer a skin of the ceiling light
5 Hours Ago
re-exporting 3p boomerang anim to fix shoulder issue
5 Hours Ago
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
Pickup toast message keys now correctly display when using DebugLanguage 1
Today
merge from dunes_barricade_fix2
Today
merge from scrap_heli_gibs_fix_2
Today
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
Today
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Rin
Today
merge from main
Today
merge from main
Patrol helicopter gibs
Fix scrap hei gibs read/write after they were reverted by a previous change
Today
Apply 129057 on new branch
Today
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Yesterday
merge from decor_lighting_dlc
Yesterday
Update with Krieg backpacks
Yesterday
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles