reporust_rebootcancel

141,321 Commits over 4,383 Days - 1.34cph!

8 Minutes Ago
main -> server_browser_update_2
18 Minutes Ago
merge from cpu_batching_submesh -> main
18 Minutes Ago
Fix merge conflicts on meshCache submeshes
21 Minutes Ago
Fixed batched shipping container losing color - caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
22 Minutes Ago
binoculars_ui_refresh -> main
32 Minutes Ago
Merge from main
35 Minutes Ago
main -> binoculars_ui_refresh
36 Minutes Ago
- Change rangefinder palette to white - Fix dodgy material
43 Minutes Ago
Added Freestanding Sink Prop Models and Textures Setup Freestanding Sink Prop Folders, Prefabs, Materials, Colliders and LODS Removed Old Freestanding Sink Prop Blockout Model
50 Minutes Ago
- Further shader improvements - Added scratch and lens dirt - Styled rangefinder - Seperate out new font material - Further minor changes
53 Minutes Ago
Updated a variety of drop mag effects to single frame parenting & setting simulation space to world (instead of local)
55 Minutes Ago
Updating ghost sheet skinning
1 Hour Ago
Salvage cleaver animation updates
1 Hour Ago
Mortar anim updates, IK hand fix and viewmodel camera animations
1 Hour Ago
Updated wip floorpapers, icons, textures. Updated skins list, manifest, localization
1 Hour Ago
merge from automated_testing
1 Hour Ago
Autoturret tests cleanup and fixes
1 Hour Ago
- New supress HUD system - Supress HUD whilst you have it out - Add clicks that correspond to distance - Hide crosshair - Shader fixes and improvements
1 Hour Ago
* Sample first before adding navmesh agent, to avoid warning spam when navmesh is not there yet * Prevent entering recast code paths when unity agent is null but convar indicates to use unity, instead do nothing
2 Hours Ago
merge from main
2 Hours Ago
Potential fix for "can't do X on agent not on navmesh" error spawn when toggling useUnityNavmesh convar
2 Hours Ago
Make sure all modifications of navPos (through property or warp) also update the world position if updateWorldPos is enabled, before warp would not update worldPos
2 Hours Ago
set crouch n ne and nw speed to 1 in player controller animator and exported wip crouch anims
3 Hours Ago
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3 Hours Ago
HBHF sensor tests fixes
4 Hours Ago
merge mortar_prototype
4 Hours Ago
Fix mortar compile error
4 Hours Ago
merge from hbhf_power_fix
4 Hours Ago
merge from automated_testing
4 Hours Ago
Wait for Application.isLoading to be false before starting test on cold boot and batch mode SendNetworkUpdate early returns when Rust.Application.isLoading is true
4 Hours Ago
Fixed HBHF sensor retaining its detection state if powered off while detecting someone
5 Hours Ago
merge from gamephysics_schedule_improvements
5 Hours Ago
- Revert MitigateSphereCapsuleCommands - Remove JobsSkipLocalQueue convar (shouldn't need it) - gamephysics/antihack consistency tests pass
5 Hours Ago
main -> binoculars_ui_refresh
5 Hours Ago
merge from mortar_prototype
5 Hours Ago
Fix occlusion popping on mortar, add condition loss on shot
5 Hours Ago
Merge from workbench_upgrades
5 Hours Ago
Fix defensive upgrade description.
6 Hours Ago
Merge from Main
6 Hours Ago
Merge from main
Today
- ExecuteOverlapSphereCommands uses a NativeArray for commands (again) - Use dependsOn jobhandle as a dependency for validateJob when in debug mode
Today
Industrial Storage - corpse meshes, gibs tweak
Today
merge from main
Today
set skin id on crypt building skin to 10472 which is the same as the steam pack id
Today
merge from storepage_crypt
Today
Fixed crypt store page building tier icon
Today
merge from main
Today
vanity cabinets a/b/c/d lods and prefab setup collisions
Today
merge from main
Today
workbench upgrades can no longer be crafted for researched