reporust_rebootcancel

137,851 Commits over 4,505 Days - 1.27cph!

2 Months Ago
Don't apply if we have an active clothing offset
2 Months Ago
Store terrain hole mesh primitives and materials in terrain config Split terrain hole renderer buffer creation from OnEnable
2 Months Ago
Applied a very small offset to the holster position (0.03f on y) for guns mounted on the back if the player is female
2 Months Ago
Fix ballistic and BDU clothing missing from conveyor filters
2 Months Ago
Updated prop renderer transforms for workshop gloves
2 Months Ago
deleted blockout mesh in folder
2 Months Ago
1p and 3p attachment positional updates
2 Months Ago
Turret uses burst fire if attached gun is forced to use burst fire mode
2 Months Ago
Fixed egg suit's wrong orientation in paint mode
2 Months Ago
Fix electric furnace reskin not preserving attached storage adaptors Re-enable PreserveChildrenWhenReskinning but manually kill the child io entity so it gets recreated
2 Months Ago
Fix a IOEntity.Reskin_Restore NRE when reskinning to paintable window
2 Months Ago
Converted ceiling light, smart switch, fuse
2 Months Ago
merge from main
2 Months Ago
merge from excavator_light_fix
2 Months Ago
Fix static SimpleLight broken material on LOD1, further fix plight.backup.off S2P both oil rigs, sewer branch, harbor 1, excavator
2 Months Ago
Cobalt Statue - Minor texture and material edits (concrete pedestal)
2 Months Ago
shadow fix's for new anim content
2 Months Ago
move scoring to in-world screen to prepare for chalkboard, scoreboard working for 1p and 2p games, - refactored to keep track of scores per turn, for better easier handling on scoreboard and coming in/out of network range fixes to 2player games - no longer have to wait for both players to register to the game, only 1 is needed. - 1st player takes their turn, then the next player to mount registers as 2nd player and takes their turn afterwards - fixed nonregistered players being able to play/mount, and added convar for being able to play 2p against yourself (for debugging) - various other fixes
2 Months Ago
Removed non HeldEntity error log from ItemModEntity::OnRemove, we have a few legit non HeldEntity using this (weapon attachments)
2 Months Ago
merge from main
2 Months Ago
Setup Keyboard Folder Structure Imported Keyboard Viewmodel and Textures Setup Keyboard Materials and Viemodel FBX
2 Months Ago
merge from pool_analyzer_non_caching_methods
2 Months Ago
Update Rust.CodeAnalyzer again - switched the way methods are marked to an attribute [PoolAnalyzerNonCaching] Mark all RPC method overloads with it Update Rust.SourceGenerator.Rpc to add it to the autogenerated RPC methods too
2 Months Ago
Clean: remove NetWrite.BytesWithSize(byte[]...) overloads Tests: editor compiles
2 Months Ago
Clean: remove acouple obsolete things - Get rid of IStreamReader/Writer - they're not used anywhere - get rid of NetWrite.Bytes(byte[]) overload - superceded by Bytes(ReadOnlySpan<byte>) Tests: editor compiles
2 Months Ago
- renamed wordmodel - added static (linked) mesh to worldmodel prefab - removed rail from renderers (hidden) in worldmodel prefab - updated weapon rack to large pegs
2 Months Ago
Industrial Storage - closed gaps under barrels and adjusted distance to floor
2 Months Ago
More fixes to viewmodel mag & shell visibility
2 Months Ago
Update Rust.CodeAnalyzer Brings an upgrade to the pool static analyzer, letting us mark certain methods as "non-caching" via .editorconfig - for example ClientRPC / ServerRPC are guaranteed to not cache or free pooled arguments. Doing so tells MissingFree to keep analyzing after calls to that method (instead of treating the pooled variable as escaped). This found 6 pool leaks which are also fixed in this commit (inside BasePlayer-Spectating, BasePlayer-MapInfo, DisplayingBoxStorage, GrowableEntity-Server, WireTool, IndustrialConveyor).
2 Months Ago
Cleanup, remove legacy IO code of already converted entities
2 Months Ago
Converted NeonSign to the new IO system
2 Months Ago
Merge from m16a2
2 Months Ago
- Fix simple handmade sight not enabling sight rail - Fix some sights not always enabling sight rail on viewmodel - Fix sight rail not always showing when holstered on back - Fix worldmodel using the LR300 mesh
2 Months Ago
merged from tovector3_parse_format_fix
2 Months Ago
Viewmodel fixes - re-added shell to chamber - adjusted visibility settings of mag1 during alt reload
2 Months Ago
Deploy animation updates
2 Months Ago
merge from additional_hairstyles
2 Months Ago
Tied back capmask fixes
2 Months Ago
Client compile fix.
2 Months Ago
Reduced the extra Replace alloc as suggested by Dan, added instead a fallback indexof lookup
2 Months Ago
Hair colour balance pass
2 Months Ago
merge from industrial_dlc
2 Months Ago
Use HasGreatlyChanged() for temp and comfort
2 Months Ago
Removed the legacy electricity IO queue
2 Months Ago
Charity Plushie setup
2 Months Ago
Adjusted auburn crewcut material
2 Months Ago
Only set metabolism has changed provided there has been a slight variation rather than an exact one. This prevents HasChanged() from firing if its like a 4th decimal place that changes
2 Months Ago
Fixed Vector3 parsing in formats such as "10 10 10" (it's now 1:1 to the old behaviour) https://files.facepunch.com/raul/1b0111b1/vec3_parse_test.png
2 Months Ago
Update vm attachment prefab to use complete new FBX asset
2 Months Ago
edited 3p relaxed gun pose on weapons that spawned npc's use. Lr300, M429, military flame thrower, minigun, mp5,sap, spas,