reporust_rebootcancel

116,111 Commits over 3,959 Days - 1.22cph!

49 Days Ago
Id's, categories
49 Days Ago
Merge from main
49 Days Ago
SiegeHarnessRope material setup Tweaks to tow anchor points in testridablehorse to line up with the knots
49 Days Ago
Merge from main
49 Days Ago
Added updated siege harness art to testridablehorse
49 Days Ago
Merge from midi_multi_command
49 Days Ago
Midi convar bindings now support the ; syntax (like binds) to allow multiple commands to be run per cycle
49 Days Ago
Merge from Knight Armour DLC
49 Days Ago
Added a button to update the skin list from the skin inspector rather than having to open the menu Set up skin assets for knight armour
49 Days Ago
Merge from main
49 Days Ago
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49 Days Ago
Merge from train_tunnel_altitude_2
49 Days Ago
Fixed terrain around train tunnel above / below ground connection
49 Days Ago
support uv2 for emission and detail layer on Rust/Standard
49 Days Ago
- Hopper mesh + texture updates
49 Days Ago
Fix broken reload timings
49 Days Ago
linked wooden arrows and arrow heads to mini crossbow wm in entity prefab and updated anims
50 Days Ago
Added test clothing items with differing amounts of armor slots. Added test leather and metal inserts with differening stats.
50 Days Ago
Ballista things/progress backup
50 Days Ago
Include armor inserts in armor info UI stats
50 Days Ago
updated mini crossbow 3p anims and edited skinning on gun rig
50 Days Ago
Add primitive version of T1 tech tree, except satchel is missing (as an example)
50 Days Ago
Mark existing tech trees as the unknown era
50 Days Ago
Add support for a different tech tree for primitive gamemode
50 Days Ago
adobe folder structure fixes
50 Days Ago
adobe fixes
50 Days Ago
Restored standing anim when pressing ctrl Code cleanup, naming
50 Days Ago
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50 Days Ago
Remove log, cleanup.
50 Days Ago
Merge from main
50 Days Ago
Horse prevent movement collider ignores the physics debris layer (dropped items)
50 Days Ago
Bugfix: more NRE reductions in server-demo - Skip VoiceData and other messages that we can't support in editor environment (or don't want to) - Properly "disconnect" player when entity is being destroyed - "shutdown" the demo server when at the end of the demo to avoid unnecessary replication attempts/NREs This brings down NRE count during playback and shutdown from 40+ down to 4. Next up need to figure out if Tick processing works correctly (it ticks, but main player doesn't move). Tests: played back the same client demo, saaw the reduction in errors
50 Days Ago
Added Viewmodel Renderers to arm and arrow parts
50 Days Ago
Fixed horse saddle stack sizes
50 Days Ago
Remove start and end duration on fractional reload
50 Days Ago
Removed RidableHorseAudio logs
50 Days Ago
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50 Days Ago
Adding extra bones to knight armour for burst cloth test
50 Days Ago
tweaked skidding values
50 Days Ago
using pooled lists for disabling client/server collider interaction in-editor
50 Days Ago
Fix onkilled/ondied after merge
50 Days Ago
Merge from main
50 Days Ago
Merge from main
50 Days Ago
Pose backups
50 Days Ago
First pass on a new type of NPC that has a generic list of missions Conversation screen automatically populates at runtime, bypassing the need to create custom conversations for each mission Autofill icon fields, autofill translation token fields when making new objectives
50 Days Ago
Added the ability for a mission to override the contents of a container spawned for a mission (so we can reuse a few containers instead of making new ones for each mission)
50 Days Ago
Missions now autoconfigure a heap of fields when created with the CreateAsset tool (shortname, translation tokens, id's, effects, registers with MissionManifest) Cuts out around 7 clicks when creating a mission from scratch
50 Days Ago
Tweaked catapult constructable colliders to prevent player from getting stuck when building it
50 Days Ago
Fixed catapult colliders scale