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136,011 Commits over 4,474 Days - 1.27cph!

10 Months Ago
Fix client showing 100 HP when using max hp tea
10 Months Ago
merge from analytics_puzzle_reset -> main
10 Months Ago
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
10 Months Ago
merge ghostship_npcs to naval_update
10 Months Ago
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret Setup interfaces to facilitate the generic seat Add Check.IsValidWeapon to check if an Item is a valid weapon
10 Months Ago
Setup enemy spawners for all ghost ship variants
10 Months Ago
Merge from main
10 Months Ago
Use list of spawn groups as the "name" of the puzzle being reset - cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur - don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
10 Months Ago
Merging /main to /main/fpbuild
10 Months Ago
Added new livestock mesh and textures. created new material for newest livestock.
10 Months Ago
some detection and pushing to stop crewed playerboats from beaching themselves too badly
10 Months Ago
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
10 Months Ago
Mounted weapon seat and mounted weapon owner system
10 Months Ago
String liights / added fill lights and tweaked string_light_300_a
10 Months Ago
more minor worskhop fixes - fixed nighttime causing rain?? - fixed color sliders inconsitent behaviour - fixed hige player button resetting player seed
10 Months Ago
Setup navigation for all ghostship variants
10 Months Ago
Moved static driftwood out of autospawn folder to fix log spam
10 Months Ago
Setup new cannon models
10 Months Ago
merge from analytics_puzzle_reset -> main
10 Months Ago
Update: testing code to try to trigger NREs. so far unsuccessful Need to switch away from the task for a bit, will get back to it later today Tests: 2p session, used spectate_loop to see what happens on 2nd player end - no NREs
10 Months Ago
exported/setup small engine anims with updated rig
10 Months Ago
merge from garagedoor_optims
10 Months Ago
Match LOD settings with skinned mesh
10 Months Ago
smoothing groups from uv islands on garage door blocks unskinned
10 Months Ago
Changing Jenkinsfile step flow to match original Rust Pipelines
10 Months Ago
Closed and open garage door meshes impl
10 Months Ago
prison barge, environment volumes polish
10 Months Ago
food barge, environment volumes polish
10 Months Ago
Merge from vram_monitoring
10 Months Ago
Merge from main
10 Months Ago
Recalculating UV distribution metrics correctly for path lists to fix mipmip streaming issues with roads and rails
10 Months Ago
medical barge, environment volumes polish
10 Months Ago
supplies barge, simplified environment volumes down to 3
10 Months Ago
Manifest
10 Months Ago
Code gen
10 Months Ago
Very initial setup for small engine deployable
10 Months Ago
RPG HV Ammo - Reduced max texture size to 1k
10 Months Ago
Revert change to EditorSettings
10 Months Ago
Adding extra joints to small engine rig
10 Months Ago
Merge from naval_update
10 Months Ago
merge from deployable_cannon
10 Months Ago
string lights red and green materials bunch of lighting on barges and docks
10 Months Ago
Add "wait" command support, to help test an unrelated bug. Allows for chaining commands, waiting x frames, then chaining another set. for e.g. "teleportpos; wait 3; teleportpos;"
10 Months Ago
pt_boat_gun_setup -> naval_update
10 Months Ago
Turret placement setup
10 Months Ago
merge from main
10 Months Ago
Merge from main
10 Months Ago
Update water bottle anims
10 Months Ago
adding cannon animator for world anims
10 Months Ago
Cannon and character animations - first pass