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126,937 Commits over 4,201 Days - 1.26cph!

6 Days Ago
Update(editor): StoreBundleTool - add proxy path scanning from existing prefabs Tests: ran the code, checked some of the paths. gotta implement comparison to fully validate
6 Days Ago
Improved UI for bulk import and download buttons
6 Days Ago
Rename error Invalid_NoSails to Invalid_NoPropulsion
6 Days Ago
Fix for "Cannon deployment guide incorrect"
6 Days Ago
Small engine icon
6 Days Ago
BBS icon
6 Days Ago
tropical shore fade range
6 Days Ago
Plank deployment fixes
6 Days Ago
added unskinned windmill for test for ian
6 Days Ago
- Correct reload time estimations (across the net) - Better client predicting aim lerps - Fix powerbar sticking
6 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on supplies barge set dressing
6 Days Ago
Update(editor): StoreBundleTool - add support for array traversal Tests: ran the tool, it found all annotated fields
6 Days Ago
Update(editor): StoreBundleTool - properly implement reflection shortcutting Tests: stepped through how it's accumulated. will test more later
6 Days Ago
merge from engine_forces - initial implementation only, stub functions instead of EntityFuelSystem at the moment
6 Days Ago
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
6 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on medical barge set dressing
6 Days Ago
Set all tooltip texts to dynamic
6 Days Ago
Fixed settings and server browser scaled texts not marked as dynamic
6 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on food barge set dressing
6 Days Ago
Double all block health contributions
6 Days Ago
Remove inventory eat button and hotbar select from example item (apple) and template
6 Days Ago
Small engines can only be placed on hull blocks. Added support for RequireHull to SocketMod_BoatBuildingBlock.
6 Days Ago
Update(editor): start of StoreBundleTool - automates bundle assignment for properties with ProxyPathFor attrib - starting with assembly scanning Idea is to scan the assembly, detect all the relevant fields, resolve them and assign referenced assets to the bundle Tests: ran it, doesn't find all fields yet
6 Days Ago
Merge from engine_forces
6 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on farm barge set dressing
6 Days Ago
dummy logic for fuel consumption in force application
6 Days Ago
Only update SDF Scale when lossy scale has changed by more than 20% (from last TMP version)
6 Days Ago
increased engine thrust, as strong as 2.5 sails
6 Days Ago
Added Is Scale Static field to RustIcon editor
6 Days Ago
merge from main
6 Days Ago
disabling shadow casting on prefabs
6 Days Ago
handle steering adjustment with COM centerline properly
6 Days Ago
texture update
6 Days Ago
Merge from engine_forces
6 Days Ago
RPG7 - copied files to independent rpg branch
6 Days Ago
added static camera prefab version foor barge hierarchy and groups refactor reducing popping due to culling volumes cleared double rendererbatch scripts on some prefabs
6 Days Ago
Simple reloading (just ignores the reload bar for now) Lerp client turret rotation when predicting (since we dont have snapshots to smooth it out)
6 Days Ago
improving culling selection on farm barge for reduced popping
6 Days Ago
merge from main
6 Days Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
6 Days Ago
improving culling selection on medical barge for reduced popping
6 Days Ago
Restore broken Desert_Dwelling_double_A.prefab corrupted in 122570 on scientist_iteration branch. Fixes it randomly preventing server startup when trying to be spawned by abandoned military base
6 Days Ago
improving culling selection on supplies and prison barge for reduced popping
6 Days Ago
Engine basic functionality but no forces applied yet.
6 Days Ago
Fixed entrance portal buoys spawning out of valid bounds
6 Days Ago
model refresh for the medical syringe textures and material (new folder - kept old so can be replaced)
6 Days Ago
rebuilt static CH47 prefab to get rid of skinnedMesh renderers in favor of regular mesh renderers, removed bone hierarchy and add the visually damaged blades to it, made LODs for blades
6 Days Ago
PTBoat script handles loot spawning rather than the spawner itself This means console command spawned boats will spawn their loot properly