reporust_rebootcancel

140,990 Commits over 4,383 Days - 1.34cph!

Yesterday
Setup remaining item->visual links
Yesterday
Updating tank top skinning
Yesterday
Updating skinning for male underwear
Yesterday
merge main -> rust_server_relay
Yesterday
merge from main
2 Days Ago
Altered placement of a ladder in Harbor_2 as it stood too close to Cargoship path
2 Days Ago
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
2 Days Ago
Added an example OneShotAnimationSubSystem for handling event driven animations
2 Days Ago
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
2 Days Ago
Added a TwoAnimBlend example
2 Days Ago
Add general fade in/out support
2 Days Ago
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
2 Days Ago
Fix primitive object hole assets front/back faces Change gizmos to use transform Move terrain shader from front of queue to back for now Remove stencil writing from terrain depth prepass Restore original terrain stencil state Remove holemap Add debug option to hole shader to see front/back faces Subinstance culling with degen triangles Sample terrain height in hole vertex for high res interpolation and discard in fragment if above terrain Automatically start depth prepass when TerrainHoleRenderer is active
2 Days Ago
Industrial Autoturret - GIBs, icon, prefab setup
2 Days Ago
- Fixed mortar UI not scaling with wide screens - Removed mounted protection from mortars - Fix mortar shells LOD culling - Space out sockets to fix handle hanging off edges + being able to shoot through walls. - Play other fire impact vfx - Fix mortar handle clipping into ground (because it length is now controlled by the animator)
2 Days Ago
Merge from elevator_fixes_apr_26
2 Days Ago
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2 Days Ago
Allow elevator cables to update while offscreen
2 Days Ago
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2 Days Ago
added and created lods for both prototype and defensive upgrades. updated visual prefabs
2 Days Ago
updated placements for prototype and defensive upgrades on each tier including engineer workbench. Adjusted shelving on engineer workbench to accomodate prototype upgrade
2 Days Ago
Merge from heldentity_preprocess_fix
2 Days Ago
Fix NRE in HeldEntity.PreProcess
2 Days Ago
Merge from 3p_spectator_improvements
2 Days Ago
Merge from main
3 Days Ago
Teleport players back into their rooms (if possible) instead of killing them after being disconnected for >20m in the apartment safezone - will still show warning when logging out but worth giving them a chance since players will spend more time inside apartment safezone - assign the apartment complex to the safezone during startup
3 Days Ago
Add teleport anchors to the apartment rooms
3 Days Ago
defensive and prototype upgrade mesh and wip textures added
3 Days Ago
Fix upkeep calculations not being correct & persist reference to terminal across restarts
3 Days Ago
Remove 'if !CLIENT' region that caused the snapshot command to not work in the editor
3 Days Ago
Add collider for upkeep terminal
3 Days Ago
Apartment complex b roof fixes
3 Days Ago
Industrial Autoturret - Updated textures, model, guidemesh, added LODs, misc prefab setup
3 Days Ago
industrial garage door - greybox model - prefab created - item created - icon created - ran manifest and localization
3 Days Ago
Update manifest
3 Days Ago
Print error if upkeep terminal isn't found when calculating rent so we don't get kicked in editor
3 Days Ago
Add upkeep terminals to all the apartment rooms
3 Days Ago
Merge from viewmodel_early_disable_fix
3 Days Ago
Applied to other grenade types, bandage and medical syringe
3 Days Ago
Add the "Rent Due" vital to `GameUI.Hud.Vitals` and shift all the existing vitals so you can see them all in the editor
3 Days Ago
Add new vital for "Rent Due" and show it when they don't have any upkeep time paid for
3 Days Ago
Start moving physics overlaps to use scheduling, with OverlapSpheres / OverlapCapsules now returning a JobHandle, existing integrations immediately call Complete for the time being - antihack and gamephysics consistency tests pass
3 Days Ago
Tiny rename
3 Days Ago
Update: repack player cache and dependent state as players are removed Should allow us to clean up a bit of indirection and optimize things further Tests: 2p session on Craggy with disconnects and being kicked for flying under terrain
3 Days Ago
Reprocess apartment upkeep terminal prefab
3 Days Ago
Add protobuf reference from ApartmentRoom -> Upkeep terminal
3 Days Ago
Include the code we removed when splitting into files
3 Days Ago
merge from darts_minigame -> game_room_dlc/darts_game (better parent branch for sharing code)
3 Days Ago
Split apartment room code into multiple files and subscribe for inventory updates from all furniture so we can recalculate upkeep every time it changes - same code as TC that debounces the updates to only recalculate 1x per second - this shouldn't be too many updates: without industrial the only time upkeep will recalculate is when paying for upkeep or a player is actively in their room looting
3 Days Ago
Start making upkeep terminal entity for apartments