reporust_rebootcancel

143,492 Commits over 4,413 Days - 1.35cph!

Yesterday
cobweb fixes
Yesterday
fixed apartment_b_concrete_mixed_slab
Yesterday
Add computer station reskinning Now preserves all the saved cctv codes and wire stays connected to the sub io entity, snapping to the new handle position Fix an NRE when trying to control drones on playground
Yesterday
merge from industrial_dlc
Yesterday
merge from main
Yesterday
Rejigged rentable shops so that interior and exterior are their own prefabs. Removed colliders and entity scripts for props inside. Removed obsolete decal mesh from large apartment prefab.
Yesterday
torch animation updates
Yesterday
Removed EffectRecycle Script from the enabled.prefab (was causing issues).
Yesterday
update from main
Yesterday
Fix miner's hat not showing up in the workshop editor
Yesterday
merge from PlayerRigUpdate2
Yesterday
apartment corridor update
Yesterday
main -> game_room_dlc
Yesterday
edited crossbow bowless viewmodel prefab iron sight postion
Yesterday
▉ ▉▉▆▆▌▉▅ ▆▉█▅▌▋▄▊▉▍▊▅▊ ▊▋▌▍▇█▊ ▄█▊█▅▅█
Yesterday
merge from autoturret_workshop - split off hidable cover mesh used for bows and updated entity flag toggle to hide/show the mesh instead of change material which fixes the workshop skinned auto turrets not applying material to cover mesh. Updated this in all instances of auto turret / sentry across monuments, ran scene2prefab all. Updated workshopsource auto turret model
Yesterday
merge from mortar_fixes
Yesterday
Fix spectator mode being broken for vehicles that don't override position/rotation
Yesterday
Merge from batch_renderer_group
Yesterday
Only initialise BatchRendererGroup if using a render pipeline
Yesterday
merge from auto_turret_cover_fix including scene2prefabs
Yesterday
scene2prefab with auto turret fixes
Yesterday
Merge from Main/bowless_crossbow
Yesterday
merge from mfm (merge from main)
Yesterday
Industrial Storage - added missing physics material to horizontal variant
Yesterday
Merge from main Manually resolve merge hell in SprayCan.cs
Yesterday
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
Yesterday
Optim: Jobs 3 - skip running PreallocNetWrites On a busy server we can end up sending 1.5k entities in a frame, and it can cost us 0.7ms total on preallocation. With recent pool rewrite we should be able to allocate on demand. Tests: On Craggy ran around/broke stuff/ziplined with Jobs 3
Yesterday
Full screen skinviewer layout/transition changes
Yesterday
Collision for large apartment
Yesterday
Adding new world model rig for m16
Yesterday
Merge from industrial_dlc
Yesterday
Reorder industrial shelf colours to match shipping container
Yesterday
▉ ▅▄▍▍▄▇ ▊▅▇▄ ▊▊▋▉▄▄ █▍▉▇ ▉█▅█▆▍
Yesterday
Remove legacy built-in instancing support from Rust/Standard shader. We're all-in on RRP, SRPB, BRG and all the other fancy acronyms.
Yesterday
Fix rare NRE from missing player models when creating sweep handles
Yesterday
update from main
Yesterday
merge from PlayerRigUpdate2
Yesterday
Fix burst cloth when spawning in near sleeping players
Yesterday
Updated shorts to eliminate transparency bleed in some skins
Yesterday
Caching m16 viewmodel textures
Yesterday
Show faded fuel blocks when consumed instead of hiding them.
Yesterday
Mortar animation update
Yesterday
linked 5.56 bullet prefab M16a2 bullet bone in viewmodel prefab and vm anims updated
Yesterday
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
Yesterday
Merge from lockin
Yesterday
Yesterday
FIx map not appearing
Yesterday
compile fix
Yesterday
set serialized version as well