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136,769 Commits over 4,474 Days - 1.27cph!

6 Hours Ago
Added a dedicated realmed bind for snapping, used by the wire tool and deployable snapping Fixed autorun causing issues with wire tools
6 Hours Ago
First pass on adding events to cover apartment and shop usage
6 Hours Ago
merge from cui_updates
6 Hours Ago
Fix for Tooltip references breaking on Jenkins builds
Today
Fixed no domain reload editor topbar button disappearing constantly
Today
merge from defaultbinds_fix
Today
Fixed bind_default not being bind realms aware (fixes +prevskin and +nextskin not bound by default)
Today
Added some visual electric cables in airfield tower to display current flow to fuseboxes, computers airfield S2P
Today
Added information sign in airfield tower to explain the computers drop logic
Today
set up material randomiser for spray
Today
merge from main
Today
Calf initial setup
Today
Hooked up testing patrol path Update walk states
Today
Dolly edit context menus, clean up transitions, a bunch of ux improvements
Today
New LIvestockAnimal class, Cow now derives from that
Today
Merge from skin_randomiser
Today
Some checks
Today
Added support for builtin skins to have a random selection of materials Exposed as MaterialRandomSet, stores an array of material arrays Randomised based on world position so it should consistent between clients
Today
Add gradients for rust utk, add them to timeline/options panel
Today
Merge from attachment_fx_fix
Today
Refactor ItemModSound to apply it's sounds client side based on UI drag/drop as opposed to after the fact on the server side Fixes attachment equip/unequip sounds being audible by other players - no other item movement logic in the inventory causes sounds like this Also saves a message being sent from the server every time an attachment is equipped so a mild bandwidth improvement as well
Today
Fix puppets not compiling in client-only mode
Today
merge from shield on back
Today
Turn shield on back into a bind
Today
merge from shield_on_back
Today
...don't allow for toggling it too quickly.
Today
Add `client.shieldonback` setting to keep your shield always on your back rather than taking it out.
Today
Merge from bag_compass_marker
Today
Add the option to display a sleeping bag/bed/etc on the compass Only one can be shown on the compass at once, can be toggled by looking at the bag (not via the map)
game_room_dlc -> main
Today
Increased stack size 10 > 20
Today
Disable gestures on roundabouts/swings
Pool: fix the cue not sitting properly in 3p (right hand) (again)
Today
Fixed loadout not refreshing correctly when deleted/created by another admin when the f1 menu is closed
Today
update from main
Today
Phrases
Today
merge from steaminventory_nre_fix
Today
Fixed Steamworks.SteamInventory.GetAllItems NRE Steam inventory screen fails gracefully when Steam is not reachable
Today
merge from demofolder_macos_fix
Today
merge from main
Today
Add UV1 channel to the 100x450 barrels blocker for use with a new beveled rubble detail normal, to reduce low poly look on the rocks
Today
merge from darts_game
Today
remove SyncVar checking against Vector3 zero, breaks coming into network range
Today
merge from cui_updates
Today
merge from hackweek_sv_pie_menu
Today
Added pie test commands (`pietest`), closing callback to ContextMenuUI Updated CommunityEntity.OpenPie to use disposed pooling
Today
add refreshing from syncvars on client load
Today
Bugfix: BuildingPrivlidge(sic) - add GetOrUpdateProtectedMinutes that's MT safe and does a bit of a cheeky If we end up sending this entity to many players in 1 frame, it will update the cached protected minutes only for 1 player, and the rest are in limbo if they got old or new value. This gives us same perf as original lazy-eval solution. Tests: TestMTSave - got 0 fails!
Today
attempt network range fix by disabling SyncVar RequireChange flag and processing throw even if the dart is flagged as not being thrown while in range
Today
monument blocker blast door gib fixes