reporust_rebootcancel

140,851 Commits over 4,383 Days - 1.34cph!

3 Days Ago
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
3 Days Ago
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
3 Days Ago
Potential fix for scientists not spawning on cargo
3 Days Ago
Fix minor typo in WhatUsesThis
3 Days Ago
Merge fixes.
3 Days Ago
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
3 Days Ago
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices - added unit tests Should help us maintain packed state of dependent arrays - will start converting current use cases next. Tests: ran unit tests
3 Days Ago
merge from main -> fix_dynamic_occlusion_pausing
3 Days Ago
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
3 Days Ago
simplified encryption again
3 Days Ago
Simplify encryption
3 Days Ago
Merge from main
3 Days Ago
All remaining monument fixes.
3 Days Ago
Fixed a bunch of errors when baking and using the LOD baker tool
3 Days Ago
merge from playerboat_droppeditem_parent_fix
3 Days Ago
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
3 Days Ago
main -> vendingmachine_ui_refresh
3 Days Ago
range and accelerated visuals LODs and material setup prefabs replaced and updated.
3 Days Ago
Updated encryption strategy
3 Days Ago
removed sneaky anim event sfx from 3p sitting anims
3 Days Ago
exported unique firecracker 3p animations and linked to new holdtype anim controller
3 Days Ago
merge from pooltable_and_dartboard_models -> darts_minigame
3 Days Ago
init darts minigame branch
3 Days Ago
Added optional encryption to Rust Relay
3 Days Ago
Fixed final vending entry pushing itself out the screen
3 Days Ago
Swap to a string builder to save a few allocations when updating dynamic pricing
3 Days Ago
merge from deepsea_navmesh_optims
3 Days Ago
When the deep sea opens, wait for island navmesh bake to finish before starting the next Added deepsea.navmesh_spawninterval (was using entity interval before)
3 Days Ago
Dynamic pricing support (nearly there!)
3 Days Ago
merge from dragbyangle_rebalance
3 Days Ago
Added combining of source meshes and materials in the LOD Baker tool to make it compatible with the baking script
3 Days Ago
merge from main
3 Days Ago
merge from deepsea_loot_balance
3 Days Ago
Tweaked deep sea loot: - Initial loot when the sea opens slightly reduced (~15%) - Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100% Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
3 Days Ago
merge from playerboat_player_transfer_fix
3 Days Ago
replicated previous fix in jobs version of code
3 Days Ago
merge from playerboat_player_transfer_fix
3 Days Ago
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3 Days Ago
merge from main
3 Days Ago
merge from spraycan_barrels_support
3 Days Ago
fixed shallow wall shelves skinnable redirect to shallow shelves not half
3 Days Ago
Prefix nav logs correctly in RustNavmeshAgent
3 Days Ago
Convert all old scientists to use new navmesh agent
3 Days Ago
Merge from terrain_renderer
3 Days Ago
Actually assign culling value in cullingtest
3 Days Ago
industrial shelves half height and wall shallow - skin created and setup - item updated
3 Days Ago
wall shallow bamboo shelf - fix sitem itemname to allow skinning from repair bench and spray can
3 Days Ago
Check default navmesh is built and log error if not in agent queries
3 Days Ago
Revert last commit