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143,239 Commits over 4,413 Days - 1.35cph!

Today
Update: add StringView.Trim - added unit test Tests: ran unit test
Today
Update: implemented StringView.Replace - added unit tests Tests: ran unit test
Today
Initial wip on an attempt to refactor the beast that is SprayCan.ChangeItemSkin The idea is that entities handle things they need to persist through reskinning themselves via Preserve and Restore methods
Today
merge from censorshipbreast_mountable_fix
Today
Added disableBreastCensorshipWhenMounted to BaseMountable, disables the breast censorship cube on female character when mounted Applied to horse, steering wheel and ballista (was already a thing on ballistas, just moved it up to BaseMountable)
Yesterday
Shift some small apartment props around too
Yesterday
Shift large furniture props into furniture root so they only spawned when rented
Yesterday
Move all the contents of the medium apartment into furniture so it's only spawned while rented
Yesterday
- Camera now points behind the pool ball (stops any weird angles and needing glasses to see what you're hitting) - Camera points slight up when a ball is in the way - Seperate all the logic over so the pooltable is in control of most of it - Cleanup
Yesterday
Convert small apartment props + move new props into "furniture" parent so they only activate when rented
Yesterday
updated m16a2 gamemesh
Yesterday
Industrial Torch - Updated worldmodel with LODs
Yesterday
skins
Yesterday
WIP Darts Viewmodels
Yesterday
Update manifest
Yesterday
Convert more props from medium apartment into entities
Yesterday
renamed to industrial decor pack
Yesterday
Update manifest
Yesterday
Convert double vanity prop in bathroom
Yesterday
Redo swapping some of props -> entities in small, medium & large apartment
Yesterday
Fix double vanity entity prop positions
Yesterday
merge from PlayerRigUpdate2/inventorypreview_improvements
Yesterday
merge from PlayerRigUpdate2
Yesterday
Added post processes to the inventory player preview, uses the same profiles as the maincamera
Yesterday
updated override controller
Yesterday
Increased inventory player preview render texture resolution to fix the hair dithering looking bad
Yesterday
merge from industrial_dlc (and bowless_crossbow)
Yesterday
Fixed BatteringRam.DamageEntities NRE
Yesterday
merge from bowless_crossbow
Yesterday
Fixed torch fire effect texture compression artifacts
Yesterday
Remove furnaces from the cooking queue on destroy, fixes nre when reskinning an electric furnace Also fixed the IO sub entity being respawned over and over when reskinned
Yesterday
merge from main
Yesterday
medium apartment lod fixes cobwebs cockroaches
Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
Extended legs a bit further up in pants.shorts so transparent skins work
Yesterday
merge from game_room_dlc
Yesterday
merge from main
Yesterday
merge rust_relay_server -> main
Yesterday
merge main -> rust_relay_server
Yesterday
Ensure FakePlayer at net startup and server occlusion tweak
Yesterday
merge from main -> apartment_complex_monument
Yesterday
change waterwheel electric zap sounds to be same occlusion settings as rest of waterwheel sounds
Yesterday
fix water wheel water loop sound class (can occlude now)
Yesterday
Tweaking industrial torch burst cloth settings
Yesterday
deploy timing changes on cowbell, flute and trumpet
Yesterday
Set MouseDelta LegacyScale to 0.1 on macos
Yesterday
merge from workshop_emission_fix_again
Yesterday
workshop emission fix: when the workshop reads colours on materials that have default HDR emission intensities not equal to 1, it now divides by the default intensity. thus restoring the RGB slider values used in the skin submission.
Yesterday
assigned latest bowless crossbow 3p animations to its override controller and set holster/backpack gun position
Yesterday
Setup colour changing with spraycan on industrial shelves