reporust_rebootcancel

113,791 Commits over 3,959 Days - 1.20cph!

6 Minutes Ago
Some basic handling for full containers, this will need more work
10 Minutes Ago
Hopper now harvests everything from corpses WIll take all items from a ResourceDispenser (animals and players) Will take all items from any inventories (players)
20 Minutes Ago
Abstract hopper behaviour into new IHopperTarget interface Implement in BaseCorpse
27 Minutes Ago
Merge from main
1 Hour Ago
Misc prefab setup, guide meshes, icon
1 Hour Ago
Merge from main
3 Hours Ago
Fixed door controller side inputs adding active usage to batteries When mapping the circuit to calculate the drain, do not consider the device connected to the door controller output if we're coming from a side input Fixed the exact same bug with industrial conveyors
Today
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Reserialized tech trees to fix "total cost" not working
Toggled 'import animation' on RustPlayer.fbx Fixed Ragdoll (now prefab instance of RustPlayer.fbx like the playermodel)
Today
Tweaked static ballista deploy volumes and dismount pos
Color corrected all trumpet trees Reexported trumpet trees with AO (AO got deleted by mistake)
Today
Added new dismount pos to the mounted ballista so it can be mounted when aiming upwards on uneven terrain
Today
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Static ballista mount/dismount sounds
Today
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Today
removed walks (doubled up jogs) in player animator for more responsive movement
Today
merge from main
Today
merge from main
Today
merge from main/horse2_fixes/handling
Fixed hitbox system
Today
Increased minimum air time before ragdoll Increased collision damage threshold to trigger ragdoll Less gravity and higher minimum airtime before taking fall damage
Today
Tweaked turn speed when holding ctrl Tweaked head movements
Today
Added a gametip mentioning the new horse controls (ctrl for sharper turns) Also added to the loading screen tip pool
Today
crocodile turns and sprint anims edited
Today
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Today
added mountanybox command to mount first non-mounted bot in targeted vehicle (or create a bot for it if non exist)
Today
corrected AABB distance check (only used in HitBoxSystem and difference not significant for current projectile sizes)
Today
Tweaked in-place turning behaviour Decreased gait progression interval when holding shift
Updated default spine offset as derived from idle animation
Today
reduced material usage updated chicken coop mesh
Today
Reduced the number of draw calls needed per environment volume from 3 to 2
Player avatar uses spine1,2,3 Updated all v4 animations Updated custom offsets on sar and ak
- 100% chance for natural beehive to spawn on oak_c (just for testing) - Honeycomb worldmodel fixes - Added ability to change tree additive rotation - Better handling on death of the tree - Natural hive drops two sets of honeycomb
Today
Manifest update for new items. Egg icon.
Today
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Today
Setup 8 pie types: Items, recipes, pie VM settings. Added them to recipe list.
Created system that allows trees to spawn/handle an entity attached to them (will be used for natural hives)
Today
merge from main/horse2_fixes
Today
Skeleton compile fix
Today
edited tiger run 180 left and right anims and updated prowl fire anim
Today
merge from main/horse2_fixes
Today
Compile fix, don't use Skeleton to reset bone pos for now
Today
Linked chicken pie output item to chicken pie recipe. Added Brea recipe/item.
Today
Moved the deferred indirect lighting pass into its own class
Today
merge from main/horse2_fixes
Today
Bugfix: read back from the right array of heights after sampling ocean - Reported by new unit tests Tests: ran water-related unit tests - now they pass
Today
Bugfix: Make sure WaterLevel tests run full simulation path during unit testing Previously it was earlying out during GetWaterLevel Tests: ran the new tests, they report an issue that I need to fix