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117,797 Commits over 3,987 Days - 1.23cph!

33 Days Ago
Updated Triangle Railroad Planter prefab
33 Days Ago
Triangle Rail Road Planter Game Manifest Build
33 Days Ago
Rename all classes to get rid of "Custom" prefix
33 Days Ago
Fix #CLIENT compile errors and refactor some methods
33 Days Ago
Add all new classes into `Rust.Modding` namespace
33 Days Ago
Rename ItemManager.IndexBlueprints() -> ItemManager.UpdateIndex()
33 Days Ago
Sum up the comfort values of different comfort deployable triggers your player is inside of. Previously, only the highest value was taken. This means that you can place a rug and a bear rug next to eachother and get 75% comfort, when before you would only get 50%. Being next to 2 bear rugs however will mean you only get 50% comfort, the same deployable will not stack.
33 Days Ago
Fix line not getting commited
33 Days Ago
Only print json from `test_custom_items` command in the editor
33 Days Ago
Fix bugs Allow ItemMod changes differentiate between null (no change), enabled = false (destroy) and enabled = true (create)
33 Days Ago
cookingv2 -> bees
33 Days Ago
merge from main
33 Days Ago
LOS tests, split into two tests - first generates random test cases from a basic setup - second loads the saved set of failing cases (created by running first test with a convar on)
33 Days Ago
Rewrite a bunch of stuff and move files around - everything is now treated as an optional parameter - can specify a "TemplateItem" if you want to base your custom item off another one - fixed Newtonsoft.Json not handling serialization of vectors and colors
33 Days Ago
Still falls through the world but at least I can mount it now
33 Days Ago
merge from hackweek_automatedtesting
33 Days Ago
Compile fix
33 Days Ago
merge from hackweek_automatedtesting
33 Days Ago
More turret test coverage
33 Days Ago
Flower arranging vases, place cosmetic flowers into vases to arrange and display your flowers. Inventory order changes arrangement. Added new vase deployable item. Added Vase class. Added flower id protobuf and serialization. Added ItemModCosmeticFlower, applied to cosmetic flowers.
33 Days Ago
LS scene changes (can be replaced as mostly deletes)
33 Days Ago
merge from jungle foliage
33 Days Ago
material tweaks to decal/moss
33 Days Ago
Make sure to clear all fixtures testqueue when cancelling a test run
33 Days Ago
Added IO line support
33 Days Ago
- Fixed door controller - Broke lock
33 Days Ago
Image slider in Abyss view
33 Days Ago
- Added lock and door controller support - Added increased protection to the front of the drawbridge
33 Days Ago
Ensure open/close door takes priority
33 Days Ago
launch site trees set dressing++
33 Days Ago
some materials decal layers changes
33 Days Ago
Manifest
33 Days Ago
Fixed bug preventing open/close option being replaced by pickup
33 Days Ago
Generate protobuf
33 Days Ago
Merge from cosmetic_flowers (and main as a result)
33 Days Ago
Added sounds
33 Days Ago
Created/setup worldmodel prefabs for orchid, rose, sunflower items.
33 Days Ago
merge from hackweek_automatedtesting
33 Days Ago
Added orchid, rose and sunflower items. Linked to them from their collectables and plantproperties.
33 Days Ago
Added radial menu option to toggle the growable UI. Option shows when looking at a growable without a hostile held item.
33 Days Ago
More auto turret tests
33 Days Ago
33 Days Ago
Added client.showGrowableUI so you can hide the large growable UI when you just want to admire your beautiful flower garden.
33 Days Ago
Manifest
33 Days Ago
Sunflower collectable setup. Added spawn population. Added to spawners.
33 Days Ago
Manifest
33 Days Ago
Orchid population. Added orchid and rose to auto spawns.
33 Days Ago
Rose collectable and spawn pop
33 Days Ago
Double the life length of ripe stages for cosmetic flowers
33 Days Ago
Manifest