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121,692 Commits over 4,048 Days - 1.25cph!

2 Years Ago
Clamp aim direction when controlling an autoturret
2 Years Ago
Filters will now accept redirect items if the filtered item is the base item (eg. filtering for hazmat will now accept arctic, spacesuit, etc) Copy the item search consolidation from the default_blueprint branch Fixed not being able to delete some entries in a filter with lots of entries
2 Years Ago
Remove Debris layer from TrainTriggerParent. Other vehicles already have it off. Dropped items behave better when not parented (and are still kept somewhat in place by friction).
2 Years Ago
Server compile fix
2 Years Ago
First pass on locker compatibility with storage adaptor
2 Years Ago
Add client predicted aiming for RC controlled autoturret
2 Years Ago
Merge from main
2 Years Ago
Fix not being able to filter by default blueprints (eg. gun powder)
2 Years Ago
Merge from industrial
2 Years Ago
Added Graphics.disableParticleLod Added Graphics.disableAnimatorLod
2 Years Ago
Can now place storage adaptors on deployable oil refinery Fixed conveyors not properly respecting oven input/output slots Conveyors will now stop searching an IO branch when they encounter a storage adaptor, even if the storage adaptor has no valid items
2 Years Ago
Added ColliderInfo scripts to the colliders on all WorldModels that didn't have one. Set it to automatically happen in DoPrepare. Settings: Usable + Opaque. Removed the slow code in This replicates the previous behaviour of being on the Debris layer (while still letting them collide with vehicles now).
2 Years Ago
Better fix for storage adaptor getting blocked by prevent building volumes on the entities that it's being attached to - manually exclude entities from the DeployVolume on the storage adaptor This fixes not being able to place adaptor on vending machine Adjusted the adaptor positions on the large furnace
2 Years Ago
Fixed conveyor having a slight offset off the wall Fixed being able to stack conveyors
2 Years Ago
Server projectiles like rockets now respect ColliderInfo (previously ignored it)
2 Years Ago
Merge from industrial
2 Years Ago
Fixed not being able to place storage adaptors on large furnace, added three extra points so adaptors can be placed on all sides
2 Years Ago
Fixed storage adaptor not working on coffin
2 Years Ago
Add ColliderInfo component to the collider on dropped items so that bullets and melee still passes through. This is rather slow (~0.5ms per item to add it) so I'll change this later to have the ColliderInfo already on the items. Just testing for now.
2 Years Ago
Fixed not being able to deploy storage adaptor on electric furnace
2 Years Ago
Fixed edge case where industrial crafter would continue to craft even if there were no valid output slots Crafted items will now drop in the world in front of the crafter as a last resort
2 Years Ago
Moved item drops to the Ragdoll layer (will add handling to have them act the same as they did on the Debris layer, i.e. bullets etc passing through)
2 Years Ago
Unused layer rename
2 Years Ago
Procedural bunker modules
2 Years Ago
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2 Years Ago
Two items missed from previous commit
2 Years Ago
Full manifest rebuild
2 Years Ago
NetRead and NetWrite use less space while pooled
2 Years Ago
Merge from main -> rust_metrics
2 Years Ago
set scale override for the four overly massive items
2 Years Ago
Added support for weapon scaling when mounted
2 Years Ago
Placement behaviour tweak
2 Years Ago
Merge from water5
2 Years Ago
Fixed biome tinting
2 Years Ago
Decryption is running in its own thread (separate from network thread) -- this allows us to add multiple decryption threads in the future EACServer uses ConcurrentDictionary to manage its client IDs
2 Years Ago
merge from main 78041
2 Years Ago
Adding spring forces
2 Years Ago
merge from main
2 Years Ago
Merge from industrial
2 Years Ago
Fixed a case where conveyors wouldn't properly update their electrical branch when their power state changes
2 Years Ago
Merge from industrial
2 Years Ago
Fix item transfers not being able to fill up existing stacks in target containers
2 Years Ago
More responsive wrench hit animation when placing pipes
2 Years Ago
Comments only
2 Years Ago
Split Debris layer into StaticDebris and PhysicsDebris. Will allow us to have physics-based entities like dropped items collide with other physics objects like vehicles, while still letting vehicles drive through small bushes and so on that are on the debris layer for the purpose of being able to be passed through.
2 Years Ago
Add Harvestable layer to the sky dome world light
2 Years Ago
Conveyors can now filter by components (not currently localised, will need to search for "components" regardless of language until phrases are rebuilt)
2 Years Ago
Let the camera actually see my Harvestable layer
2 Years Ago
Move all the SocketMod_PlantChecks to the Harvestable layer
2 Years Ago
Fixed searching for categories when setting up filters using a non-translated string