reporust_rebootcancel

138,573 Commits over 4,352 Days - 1.33cph!

22 Days Ago
merge from storepage_boxes
22 Days Ago
Restore component box prefab Tweaked cyclegameobject timing
22 Days Ago
Apply the door fix to the unused boat door
22 Days Ago
added RustRelay ArrayPool to print_arraypool
22 Days Ago
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels) Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
22 Days Ago
merge from boxes_dlc
22 Days Ago
Fixed loot not respawning on deep sea ghost ships
22 Days Ago
merge from main
22 Days Ago
switch to using DecayEntity.GetPrivilege
22 Days Ago
merge from main
22 Days Ago
merge from doors_deploy_fix
22 Days Ago
Removed old includeAllDoors hack in DeployVolume, unused
22 Days Ago
Cleanup EntityListScriptableObject, removed unused code
22 Days Ago
Fixed all doors not deployable on top of prevent building volumes, regression from 141211
22 Days Ago
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22 Days Ago
merge randomize_seed to main
22 Days Ago
fixed boat priv issue with boxes, added check for when TC is placed after boxes
22 Days Ago
Adding burnt fuse into cannon barrel rig
22 Days Ago
merge debug_simulate_latency to main adds cvar `client.receiveLatency` (client admin) to main to help with testing high ping in Client/Server mode.
22 Days Ago
exported 3p batteringram idle anim and enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 batteringram prefab
22 Days Ago
Merge from Main
22 Days Ago
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22 Days Ago
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22 Days Ago
various stools (4) blockout
22 Days Ago
clothing box corpse fix pooled string and manifest updated
22 Days Ago
File changes on the bone knife swing action
22 Days Ago
clothing box corpse
22 Days Ago
Optim: Jobs 2 - rewrite BuildSnapshotDependencyChains - fix a bug that caused more snapshots to be sent than necessary (causing massive inflation) - add a couple fast paths, rewrote it to be a single-pass algo - reduced number of pooled lists usage Need to write unit tests for this Tests: with useplayerupdatejobs 2 set from start, loaded craggy and 2.5k procgen world in editor, visited ferry terminal - didn't see anything missing, npcs had weapons and were shooting
22 Days Ago
Imported and implemented new sounds for the bone club
22 Days Ago
Fix cannon jitter when reloading and firing at high ping.
22 Days Ago
removed basically every allocation. pool all the things
22 Days Ago
exported 3p secretlabs chair idle anim. enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 secretlabs chair prefab
22 Days Ago
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
22 Days Ago
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22 Days Ago
merge cannon_fuse_burn into main
22 Days Ago
Fix cannon reload camera animation looping back into itself.
22 Days Ago
Started working on store data overrides via a json file Refactored TryGetTakeover
22 Days Ago
Material/colour rejigs of shop E to push closer to concept
22 Days Ago
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22 Days Ago
Added mount pose tooltips and headers in the BaseMountable inspector
22 Days Ago
clothing box - gibs
22 Days Ago
Removed the hack disabling vehicleAimYaw when using the cardgame pose, we now have a setting on the prefabs
22 Days Ago
Added 'Animate Vehicle Aim 360' setting to BaseMountable, toggles the vehicleAimYaw parameter update. It was affecting the mountable idle anim speed. It was not an issue before because our anims were just poses Set to false by default, enabled for rowboat and steering wheel
22 Days Ago
exported horse 3p idle anim and set 'mounted animation speed' to 1 in horseSaddle.prefab
22 Days Ago
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22 Days Ago
merge from shipping container optims branch