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111,518 Commits over 3,928 Days - 1.18cph!

Yesterday
- Move bolt joints forward - Setup more masks on idle animations
Yesterday
- Added view model renderers to the new skinned arrows - FIxed NRE
Yesterday
removed linked arrow meshes from minicrossbow viewmodel prefab
Yesterday
Lot of improvements on horse head motion
Yesterday
part 2
Yesterday
removed wip files, added game meshes, correct textures
Yesterday
Updated presets UI and defaults to match reworked names
Yesterday
Fixed static workbenches not having primitive version of tech tree attached to them
Yesterday
Update: DemoServer - hook up metabolism and make every player invincible I thought metabolism would fix the drowning of main player, but the recording info contains empty oxygen. Instead, we treat every player as invincible unless there's a replication message to destroy them. Tests: Played the demo till the end - no more logs on main player drowning
Yesterday
Export updated defaults
Yesterday
Yesterday
Move a bunch of settings to graphics convar space to help with compat. Updated related code and presets to match.
Yesterday
exported mini crossbow rig with the arrow meshes skinned and anims updated
Yesterday
- Hopper gibs - Barrel socket adjustment - LOD distances
Yesterday
merge from qol_horse_comfort_increase -> main
Yesterday
Enable horse comfort only on campfire prefabs - campfire - skull firepit - cursed cauldron
Yesterday
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Yesterday
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Yesterday
Fireball for cherrypicking
Yesterday
merge from jungle
Yesterday
- Fixed 4th reload animation not working (implemented Jarryd's fix) - Removed loop time on the all strings drawn strings drawn layered - Virtual method for reload fraction duration
Yesterday
Horses add +50% comfort
Yesterday
merge from primitive -> aux2
Yesterday
merge from primitive_gm -> primitive
Yesterday
Fix T2 and T3 tech tree not marked as available in primitive
Yesterday
Restrict spring since it's only used for restricted weapons - remove spring from pressure plate in primitive to make it craftable with spring removal
Yesterday
Update: DemoServer handles a number of RPC messages - Only propertly implementing model flags for now - Adding a bunch of RPCs to ignore to avoid heavy spam during playback - Also renaming player game objects during playback to make it easier to track and inspect their state This revelas that during playback we're triggering a bunch of tick violations, which prevents position updates. Need to figure out how to deal with them. Tests: ran the same demo, this time with warnings not filtered out - once map loaded, the rate of warnings was decreased substantially.
Yesterday
Removed extra renderer component
Yesterday
Setup LOD Renderers on Worldmodel
Yesterday
Snap scientists to their cover even if those are slightly off navmesh (else they don't stick to the walls because of navmesh erosion, and can be spotted easily)
Yesterday
Yesterday
Prevent scientists from sneaking if they need to get into cover asap
Yesterday
Remove rifle body, SMG body, semi body since they are only used for restricted weapons
Yesterday
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
Yesterday
Fix metal detector not applying item era restrictions
Yesterday
Restrict access to rifle ammo since no weapons that use rifle ammo are available
Yesterday
Fix advent calendar able to bypass primitive era item restrictions
Yesterday
deleted test file
Yesterday
test commit
Yesterday
Remove `npc_junkpile_a_spawn_chance` and `npc_junkpile_g_spawn_chance` convars as no junkpiles in the project actually use the components the convars are referenced in - replace with the normal convar `npc_junkpilespawn_chance`
Yesterday
- Swapped to using correct order reload anims - Multiswap arrows improvements - Temporary swap code
Yesterday
Rebuild options UI after merge
Yesterday
Merge from main
Yesterday
merge from primitive
Yesterday
merge from main
Yesterday
base shield gameplay pass
Yesterday
Medieval barricade base gameplay pass - now shared the same stats as barbed barricade. - Removed rope requirement from barbed barricade
Yesterday
clean up /asset folder, deleting duplicate icons and radiator prefab
Yesterday
Merge from main
Yesterday
Fix and improve foliage placement compute map sampling/decoding, fix incorrect foliage cells being used, clean up and move shader setup for instancing to includes, fix bounds calculations, add function to get foliage counts per cell, implement instance offsets and density handling to foliage placement.