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134,589 Commits over 4,293 Days - 1.31cph!

10 Days Ago
upressed SKS skinnable texture submissions to 2k from 1k
10 Days Ago
Merge from main
10 Days Ago
scrap box matrix added, updated icon, prefabs updated
10 Days Ago
supply lightdir/color for water again, adjust texture formats
10 Days Ago
fix double-rendering atmosphere
10 Days Ago
sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag
10 Days Ago
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
10 Days Ago
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
10 Days Ago
Merge from artist_pack_dlc
10 Days Ago
Fixed reactive target collider not updating on the server Reactive target gibs are simplified, gib meshes are no longer r/w
10 Days Ago
Reactive target fixes Fixed ground watch floating in the air Simplified placement sockets to 4 corners and middle, expanded all sockets Fixed rotation axis
10 Days Ago
Mark easel_col as r/w
10 Days Ago
Allow repairing cannons
10 Days Ago
pt_boat_turret_fixes -> main
10 Days Ago
- Fix rear turret being able to move outside its clamping bounds
10 Days Ago
Merge from naval_update
11 Days Ago
Server admin UI tab progress
11 Days Ago
merge from artist_pack_dlc -> main
11 Days Ago
Lowered HLOD distance of floating cities 200 -> 100
11 Days Ago
fix interface compiler defines
11 Days Ago
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
11 Days Ago
Item list flex scroll fixes
11 Days Ago
Attempt at fixing the god awful unity scrollrect default behaviour, feels better now
11 Days Ago
Update: add TestOnCycleStackables test to validate onCycle caching Weirdly it passes with no duplicate-key exceptions. Maybe the exception is just a symptom, gonna check elsewhere Tests: ran unit test
11 Days Ago
Fix native grid crash with buoyancy batching enabled
11 Days Ago
Added playerboat.kill_all_above_deployable_count command.
11 Days Ago
Added keyboard controls to the item list
11 Days Ago
Merge: from main
11 Days Ago
Merge from deployable_limit
11 Days Ago
Enforce limit
11 Days Ago
merge from main
11 Days Ago
audio volume changes
11 Days Ago
Include count of total amount of warnings and errors after the manifest finishes generating
11 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for player connecting to a sleeper from a save emitting an error Tests: unit tests + 2p on Craggy
11 Days Ago
merge from main -> fix_manifest_errors
11 Days Ago
Merge: from main
11 Days Ago
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
11 Days Ago
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save Done via initializing sleeper if it supports server occlusion in PostServerLoad Tests: unit tests + 2p on Craggy with a sleeper in a save
11 Days Ago
Deployable limit convar wip
11 Days Ago
Update: another flow change to ReconnectToASleeperFromSave - added missing PostServerLoad call - adjusted expectations Tests: ran unit test - still fails as expected
11 Days Ago
Update: adjusted the expectations for ReconnectToASleeperFromSave test Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code Tests: ran unit test, it fails as expected
11 Days Ago
- Fix turret movement not being visible to others (when other players are using it) - Half front turret sensitivity
11 Days Ago
fixed paintable window collision - thanks elliot.
11 Days Ago
Handle NRE inside NPCAnimController.DoPrepare()
11 Days Ago
added new sounds to the modular boat steering creaks
11 Days Ago
pt_boat_turret_full_reload -> main
11 Days Ago
- Updated the script for baking paint ball pellet positions to vertex colors to handle sub-meshes and baking the mesh to an asset - Added a new shader for rendering the paintball pellets with the fill funcionality. This includes some basics from the standard shader, such as an albedo map, normal map, and metallic and smoothness maps.
11 Days Ago
repositioned paintable window collision
11 Days Ago
Replaced deep sea Gatorade® with Ocean Water. (Not final)
11 Days Ago
Update: OcclusionGroupTest - add TestNew_ReconnectToASleeperFromSave test Catches a bug in how server occlusion handles this specific initialization path Tests: ran unit test, it fails