reporust_rebootcancel

138,159 Commits over 4,505 Days - 1.28cph!

Yesterday
Simplified proc map for quickly testing tunnels
Yesterday
merge from water_wheel_gibs
Yesterday
re-adding removed gameobjects/scripts.
Yesterday
Pool animation updates to fix hit animation issues and loops
Yesterday
added small shark world model and lods based of shark. updated small shark .item to properly reference worldmodel. now drops a small shark instead of burlap sack, in line with other fish.
Yesterday
Merge from satellite_crash
Yesterday
UI cleanup
Yesterday
merge from footstep_frequency_fix
Yesterday
Restore stomped player sprint animation speed value, fixes footsteps playing too frequently
Yesterday
Moved another UI file before starting UI cleanup
Yesterday
Move UI scripts to own folder
Yesterday
Fixed the jacket alpha cutoff in builds
Yesterday
Delete unused script
Yesterday
Descent cleanup
Yesterday
merge from main
Yesterday
Inspector cleanup
Yesterday
Fix for console error on gibbing water wheel
Yesterday
Cleanup
Yesterday
Satellite crate fire duration 5 minutes, wreck fire 8 minutes Dartboard category Electric > Fun Pool table category Items > Fun Thruster module category Resources > Components Fix wolf headdress despawn time being 5m after skins setup
Yesterday
Cleanup.
Yesterday
Fix horse saddle sounds not playing
Yesterday
Move CrashTargeting struct to its own file
Yesterday
Final pos/radius save tweaks.
Yesterday
Merge from PMM
Yesterday
Add a comment to fire off a build as phrases ended up not needing to be rebuild after the merge
Yesterday
merge from masterkey -> main
Yesterday
merge from playermaintainedmonuments -> masterkey
Yesterday
Update phrases
Yesterday
Update manifest
Yesterday
Code to ensure player is looking at the lock while opening it - starting with being extra strict but I think I'll be more lenient later
Yesterday
Yesterday
Add icons for up and down
Yesterday
Add keylock position to door prefabs
Yesterday
Additional events for IO entity connectivity.
Yesterday
Re-removed powerplants green room recyclers Adjusted red recyclers position Ran s2p for powerplent
Yesterday
Add further events for chinooks and satellites.
Yesterday
Render queue mat fix.
Yesterday
Stop sending vending machine and event map markers (cargo, heli, travelling vendor) to Rust+
Yesterday
Move apartment door menu options to new file
Yesterday
Relit building A in Launch Site for the control panel update.
2 Days Ago
Adjusted LOD distances for blueberry collectable slightly to be more forgiving on medium setting.
2 Days Ago
main -> game_room_dlc
2 Days Ago
Fixed honey bandage SFX's not firing. The file path was stale and is now pointing towards the default bandage so the SFX's can be reused.
2 Days Ago
pool: - fix player appearing away from the table - possible fix for pool cue mats appearing white in build
2 Days Ago
Merge from satellite_crash
2 Days Ago
Disable satellite crash remains fire FX + lights when the wreckage has cooled. Uses another flag, for network/disk persistence
2 Days Ago
Fixed honey bandage name and description not appearing Added to tier 1 workbench underneath the bee grenade Cleaned up some file naming
2 Days Ago
Control computer inventory size is now dynamically set based on powerup cost, so it can always hold enough items. (since we added targeting module).
2 Days Ago
Separated crate+wreck "too hot" timers, made them tunable convars: satellite.crate_fire_duration (10 minutes default) satellite.wreck_fire_duration (15 minutes default)
2 Days Ago
Add Aiming Module to launch costs