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108,634 Commits over 3,867 Days - 1.17cph!

5 Months Ago
Fix road check so it works on both TerrainCheck and SphereCheck (different prefabs use different building checks)
5 Months Ago
Unlock and destroy handcuffs when reduced to zero condition
5 Months Ago
Applied Matt's blinker fix.
5 Months Ago
Allow barricades to be buildable on roads
5 Months Ago
Add support to allow prefabs to be placed onto roads
5 Months Ago
vm handcuffs - blendshape setup for scaling up cuffs when wearing gloves
5 Months Ago
condition based unlock progress saving
5 Months Ago
S2P all monuments
5 Months Ago
Improved wheel traction Default physics layer checks on roadside (Should pickup those roadsigns)
5 Months Ago
manifest
5 Months Ago
merge from building_skins_3/wallpaper
5 Months Ago
Tag trail paths in monuments so barricades can be placed
5 Months Ago
Updated Legacy Wood Log Pile variant FBX
5 Months Ago
Modify the placement checks to take into account the new tag, barricades can now be placed onto rocks inside monuments
5 Months Ago
Imported Legacy Wood Log Pile Models Basic Setup for Legacy Wood Log Pile Prefabs
5 Months Ago
Set the device ID config UI input field to alphanumeric, so it behaves like computer station and ignore any special characters
5 Months Ago
made/setup admire anims for handcuffs viewmodel
5 Months Ago
Add tags to rocks - v2 rocks - v3 rocks - rock formations
5 Months Ago
Add ability to tag all colliders of a prefab - use a component to store the tags if the GameObject already has a tag - add editor tool to add tags to multiple prefabs Add "AllowBarricadePlacement" tag - used to tag colliders on world layer inside monuments that are rocks and shouldn't block barricade placement
5 Months Ago
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5 Months Ago
Setup Legacy Wood Log Pile Materials
5 Months Ago
Imported Legacy Wood Log Pile Textures
5 Months Ago
tweaked colour on light mat
5 Months Ago
Created Legacy Wood Log Pile Folders
5 Months Ago
Merge from hood_and_cuffs
5 Months Ago
Merge from main
5 Months Ago
Merge from main
5 Months Ago
Merge from merge_fix
5 Months Ago
Rework dynamic pricing system -Track the number of items purchased in a given interval (IntervalHours convar, default 6) -Track an average number items per interval for each sale -At the end of an interval, update all prices. If the average has gone up in the prior interval increase the price by 5%, if it was lower or equal reduce the price by 5% -Make the price start at 300%, so it will naturally tend down at first for a while before it normalises onto the price the market thinks it is worth -Expose the MinimumPriceMultiplier, MaximumPriceMultiplier and StartingPriceMultiplier This removes an array of objects per sale order and replaces it with 4 saved numbers, so this is a big simplification
5 Months Ago
tweaked light position on vendor truck slightly to help avoid ring, tweaked uvs to avoid light bleeding, tweaked indicator colour to be more yellow on rear
5 Months Ago
Codegen
5 Months Ago
fix
5 Months Ago
fixed correct uv channel on transparent emissive , fixed bleeding edge on truck lights
5 Months Ago
Prevent NPCVendorTurrets from corrupting saves again
5 Months Ago
Send price multiplier of sell orders in the data for rust+ (won't be visible for now)
5 Months Ago
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5 Months Ago
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5 Months Ago
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5 Months Ago
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5 Months Ago
Added a parameter to ToBaseEntity to allow destroyed entities to be returned from the registry Use that in TriggerBase to detect destroyed entities
5 Months Ago
merge from main
5 Months Ago
Missing files
5 Months Ago
Created and setup icon for travelling vendor
5 Months Ago
handcuff viewmodel anims updated
5 Months Ago
merge from wireisolation_fix
5 Months Ago
updated handcuffs cinematic to be rigged
5 Months Ago
hitbox gizmos match their actual size
5 Months Ago
more burst cloth - changed integration method - reduced position and orientation to a single spring value each, collision still managed with separate spring - cleaned up unused cloth material properties
5 Months Ago
merge from Bikes