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125,762 Commits over 4,109 Days - 1.28cph!

9 Days Ago
Initial setup for new AI zones (zones they don't want to leave unless they have a very good reason like pushing an injured player) This is to avoid all the scientists going on the same floor to fight upon hearing the first shot, instead they should cover the entrances to their floor and only move between floors on special occasions Previously this was done with navmesh blockers, but they prevent the scientists to ever pushing in another floor
9 Days Ago
Fixed NRE when connecting to a server
9 Days Ago
Give the player a notification in the menu if a new rust version has been released on Steam. Pipeline to grab manifest changes with an event.
9 Days Ago
Disabled the CameraAtmosphericScattering component on the Main Camera prefab temporarily to fix visual issues
9 Days Ago
Fix scientists not shooting back when sniped from very very very far away
9 Days Ago
Hook up twitch drop data on the clientside
9 Days Ago
Wire up 'latest changeset' data on the clientside manifest
9 Days Ago
Add some Y offsets to the buoyancy points on the walkway prefab
9 Days Ago
Merge from indirect_instancing (complete working changes)
9 Days Ago
Enable instancing on all supported materials
9 Days Ago
Enable Read/Write on all prefab meshes
9 Days Ago
Build manifest
9 Days Ago
Fix scientist flicking too fast when hurt or hearing sound while they are unaware (bug in suppressive fire)
9 Days Ago
merge from erosion
9 Days Ago
Remove UI window and fix escape captures
9 Days Ago
Prevent shooting too long at where target was after it left
9 Days Ago
Bring scientist health back to what it was, hook hazmat protection values on top
9 Days Ago
add ui window script to modal on inventory
9 Days Ago
Prevent noise event boxing and allocation when used in hashset
9 Days Ago
pushing inventory changes, dialog still borked
9 Days Ago
Add Hidden/Rust/Spatial Biome Fog/Shadow Map Downsample and Hidden/Rust/Spatial Biome Fog/Terrain Maps Process to always included shaders (Project Settings -> Graphics)
9 Days Ago
Fixed connection modal not opening after my last set of changes Ensure modded references the correct category counter
9 Days Ago
Allow UI_Window base implementations
9 Days Ago
Fixed new crafted item popup throwing NREs Removed old new item popup
9 Days Ago
Updating cow fbx with bones
9 Days Ago
Changed verticle abyss mesh collider material from wood to metal
9 Days Ago
Further session page and connection modal changes
9 Days Ago
Attempt to fix crafting
9 Days Ago
merge from main
9 Days Ago
Don't fail builds when file timestamps could not be set
9 Days Ago
Improve automated indirect instancing tools
9 Days Ago
Crafting and New Item prefab redesign + setup
9 Days Ago
Merge from naval_update
9 Days Ago
Merge from main
9 Days Ago
potential SpatialBiome shader fix
9 Days Ago
merge from main
9 Days Ago
Testing floating entity script
9 Days Ago
Bring back compute changes
9 Days Ago
merge from indirect_instancing (code, shaders, prefabs)
9 Days Ago
Bring back supported shader changes and includes
9 Days Ago
Bring back prefab changes
9 Days Ago
merge from SmallBox_Shadows
9 Days Ago
merge from /main/jungle_update/spatial-biome-fog/fogmethod1
9 Days Ago
restoring 124061 merge from jungle_update/spatial-biome-fog/fogmethod1
9 Days Ago
merge from abyss_containers
9 Days Ago
Added server.pveBulletDamageMultiplier convar, set to 1.5x on hardcore, affects all damage going from a player -> npc
9 Days Ago
Added server.respawnTimeAddition convar, adds the given amount of time to all respawn points (bags/beds/etc, won't apply to beach respawns) Set to 25m for hardcore, brings sleeping bag cooldown to 30m Subject to change!
9 Days Ago
Reworked how we handle loot distribution changes, each item now has a loot distribution type and the game mode can raise or lower the weights of all items with that type. Only has a firearms options right now This is independent of the item category as we need to be a bit more fine grained, it's also a bit mask so an item could be in more than one category (eg. firearms and military) Added a 50 point modifier to all firearm spawns in loot containers, should double chance of finding guns (needs more testing) Added the firearms loot type and crafting restrictions to all firearms: Military Flamethrower P17 L96 Python Double barrel shotgun Pump Shotgun Homing missile launcher HC Revolver MGL HMLMG M4 Minigun Revolver Rocket Launcher Bolt Rifle Eoka Flamethrower M249 MP5 Waterpipe shotgun Spas12 AK LR300 M39 M92 Semi auto pistol Semi auto rifle SKS Custom SMG T1 SMG MP5
9 Days Ago
Merge from main
9 Days Ago
Merge from mission_create_streamlining/outpost_spawning