reporust_rebootcancel

145,788 Commits over 4,444 Days - 1.37cph!

Today
Typo fix
Today
Upgrade SSAO to new render pipeline API Replace RenderPasses with RasterPasses and BlitPasses Replace commandbuffer SetGlobals with material setters Use RenderAttachment and UseTexture workflow
Today
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
Today
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Today
Added framework for blocking some items in rentable store inventory
Today
Merge from demo_cfg_frame_0
Today
Adjust timing so this runs after replicated vars are applied
Today
Merge from PlayerRigUpdate2
Today
Don't run the sprint sub system on npc's
Today
Merge from PlayerRigUpdate2 (new upper body controller for vanilla hatchet)
Today
Merge from melee_subsystem_weapons
Today
Some more mild sub system editor speed ups
Today
Bring in both arms on the attack state
Today
Fixed SetParameterLerpAnimatorBehaviour not working
Today
Switched the attack hit animation support to use a blend tree Allow instant transition to aim state even during attack anim (emulate viewmodel behaviour)
Today
SetParameterLerpAnimatorBehaviour now interfaces directly with the playable
Today
Merge from parent
Today
Removed on phone animator state and parameter (now handled by subsystems)
Today
Merge from main
Today
Merge from phone_handle_fix
Today
Fixed phonebooth handset position as well
Today
Add PNG sequence/MP4/Prores demo exporter
Today
Add linear/cubic spline camera math utils/jobs
Today
implement atmopshere volumes (bandit camp fog) in RRP
Today
Add demo controls UI
Today
Add Rust UTK - UI Toolkit based package that recreates most of the existing Rust UI elements.
Today
merge from prototype -> apartment_complex_monument
Today
fix AnimalFur shader missing g-buffer stencil write
Today
Fixed RustIconEditor text align buttons not working since the tmp update
Today
Initial keyboard prefab setup + folder organisation - all very WIP
Today
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Today
Cobalt Statue - Changed text from "Project Immortality" to "Project R.U.S.T." on metal plaque
Yesterday
merge from fix_deepsea_teleport_consistent -> main
Yesterday
small backpack prefab and material setup
Yesterday
Speculative fix for players not consistently being teleported into the deep sea - grab list of players before PreTeleportEntity() so they are guarenteed to have PostTeleportEntity() called if they unparent when going to sleep before transition
Yesterday
Fix elevator not showing the top floor in the radial menu because the top floor doesn't contain itself inside the list of floors
Yesterday
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Yesterday
Update phrases
Yesterday
Change phrase name for apartment breaking in
Yesterday
FlexElements allow negative gaps
Yesterday
Monument info popup baseline
Yesterday
Set display floor number for basement elevator
Yesterday
Set floor display numbers in the apartment elevator shaft
Yesterday
Add support for elevators to override the display value for their floor number - still uses indexes to navigate floors but will show "Floor 3" or "Penthouse"
Yesterday
Ridable horse prefab
Yesterday
Add icons for elevator floors
Yesterday
FPV Goggles - More attempts at getting it to show up (not working) (this is a continuation of the hackweek project)
Yesterday
update apartment_complex_monument/prototype
Yesterday
Update test lists
Yesterday
merge from prototype -> apartment_complex_monument