reporust_rebootcancel

114,805 Commits over 3,959 Days - 1.21cph!

10 Days Ago
Add support for the server to tell the client what scale to set an entity - pooling already reset scale when entities return to the pool
10 Days Ago
Faster and cleaner AND switch tests
Rin
10 Days Ago
Floor netting item setup gameplay proof of concept
10 Days Ago
Door controller server tests
10 Days Ago
Fixed some old failing tests New test utils, code cleanup
10 Days Ago
merge from main
10 Days Ago
Show send message option if one of your Discord friends who you don't have on Steam sends a game message too
10 Days Ago
Add a send message option in the chat message context menu
10 Days Ago
merge from main
10 Days Ago
Missing files
10 Days Ago
- Created Nucelus Grading system (grade initial hive based nuclei to 0 xp, grade 3) - Increase a Nucleus's XP when honeycomb is created - Swapped Nucleus to use ItemMod - Created Nucleus Information Panel - Display Raw Nucleus XP if it has any - Comments added to Tree Entity changes - Lootpanel added to GameUI
11 Days Ago
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11 Days Ago
Merge from main.
11 Days Ago
Some basic handling for full containers, this will need more work
11 Days Ago
Hopper now harvests everything from corpses WIll take all items from a ResourceDispenser (animals and players) Will take all items from any inventories (players)
11 Days Ago
Abstract hopper behaviour into new IHopperTarget interface Implement in BaseCorpse
11 Days Ago
Merge from main
11 Days Ago
Misc prefab setup, guide meshes, icon
11 Days Ago
Merge from main
11 Days Ago
Fixed door controller side inputs adding active usage to batteries When mapping the circuit to calculate the drain, do not consider the device connected to the door controller output if we're coming from a side input Fixed the exact same bug with industrial conveyors
11 Days Ago
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11 Days Ago
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11 Days Ago
Reserialized tech trees to fix "total cost" not working
11 Days Ago
Toggled 'import animation' on RustPlayer.fbx Fixed Ragdoll (now prefab instance of RustPlayer.fbx like the playermodel)
11 Days Ago
Tweaked static ballista deploy volumes and dismount pos
11 Days Ago
Color corrected all trumpet trees Reexported trumpet trees with AO (AO got deleted by mistake)
11 Days Ago
Added new dismount pos to the mounted ballista so it can be mounted when aiming upwards on uneven terrain
11 Days Ago
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11 Days Ago
Static ballista mount/dismount sounds
11 Days Ago
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11 Days Ago
removed walks (doubled up jogs) in player animator for more responsive movement
11 Days Ago
merge from main
11 Days Ago
merge from main
11 Days Ago
merge from main/horse2_fixes/handling
11 Days Ago
Fixed hitbox system
11 Days Ago
Increased minimum air time before ragdoll Increased collision damage threshold to trigger ragdoll Less gravity and higher minimum airtime before taking fall damage
11 Days Ago
Tweaked turn speed when holding ctrl Tweaked head movements
11 Days Ago
Added a gametip mentioning the new horse controls (ctrl for sharper turns) Also added to the loading screen tip pool
11 Days Ago
crocodile turns and sprint anims edited
11 Days Ago
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11 Days Ago
added mountanybox command to mount first non-mounted bot in targeted vehicle (or create a bot for it if non exist)
11 Days Ago
corrected AABB distance check (only used in HitBoxSystem and difference not significant for current projectile sizes)
11 Days Ago
Tweaked in-place turning behaviour Decreased gait progression interval when holding shift
11 Days Ago
Updated default spine offset as derived from idle animation
11 Days Ago
reduced material usage updated chicken coop mesh
11 Days Ago
Reduced the number of draw calls needed per environment volume from 3 to 2
11 Days Ago
Player avatar uses spine1,2,3 Updated all v4 animations Updated custom offsets on sar and ak
11 Days Ago
- 100% chance for natural beehive to spawn on oak_c (just for testing) - Honeycomb worldmodel fixes - Added ability to change tree additive rotation - Better handling on death of the tree - Natural hive drops two sets of honeycomb