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129,106 Commits over 4,232 Days - 1.27cph!

55 Days Ago
drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
55 Days Ago
Allow full stop in seek state
55 Days Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
55 Days Ago
merge from climate -> deep_sea
55 Days Ago
fix HUD Vitals sorting layer overriding prefab value
55 Days Ago
Use 2D Distance instead Compile fix
55 Days Ago
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
55 Days Ago
Refactoring gun displays to use nested prefabs
55 Days Ago
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
55 Days Ago
properly centered drone action prompt label on computerscreen ui
55 Days Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
55 Days Ago
tropical palm server files
55 Days Ago
Fixes to get choice of mission rewards working properly If a mission has no choice over rewards (the same list of rewards gets dispensed each time), this should appear and function the same as it did before
55 Days Ago
Re-apply part of merge manually
55 Days Ago
Codegen
55 Days Ago
Setting up server palm trees entities.
55 Days Ago
merge from deep_sea -> deep_sea/climate
55 Days Ago
merge from demoshot_ui_fix
55 Days Ago
Fixed demo shot list UI text issues
55 Days Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
55 Days Ago
Revert accidentally touched file
55 Days Ago
merge from more_options
55 Days Ago
55 Days Ago
Crosshair codes were getting too long with the new options -> rewrite it to use bit packing - tightly pack all options into 6 bytes before b64 encoding instead of using a string A short "RUST-AlDFQ-yED" can now hold all information of the now 9 crosshair parameters - Set default values to be as close to the looks of the previous crosshair as possible - Cleanup
55 Days Ago
Harbor 1 and 2 loot location shuffle Tier 0 and 1 now have slightly differnt spawns
55 Days Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
55 Days Ago
Deep sea wipe end phase: slowly ramp up radiation in the final phase Exposed a 0-1 factor we can use for weather Content entities spawned in the deep sea get the global deep sea network group assigned
55 Days Ago
merge from deep_sea/wipe
55 Days Ago
Viewmodel_Shotgun_Shells -> main
55 Days Ago
Adjusted prevent building volume to allow foundations to be upgraded when a spike trap is deployed on it
55 Days Ago
fix texture declaration, gizmo radius
55 Days Ago
oil rig leg variants
55 Days Ago
Floating city scene progress
55 Days Ago
Bugfix(editor): LoadMapFile - don't NRE when no scene is loaded and Server Occlusio Debug is open Tests: used in editor
55 Days Ago
merge from drone_storage_slot
55 Days Ago
merge from main
55 Days Ago
Taller volcano smoke variant
55 Days Ago
merge from naval_update
55 Days Ago
merge ghost ship variants to naval_update
55 Days Ago
Add ghostship variants to deep sea manager spawning
55 Days Ago
address feedback on thrownweapon modification
55 Days Ago
merge from volcano_stuff
55 Days Ago
volcano smoke now scales
55 Days Ago
merge from naval_update
55 Days Ago
Swapped smg to static asset in gun display C, also changed LOD groups to meshLODs on gun display assets
55 Days Ago
drone pickup action is overriden to be a normal menu item so that we can have all 3 interactions in the radial menu without hitting the non-hammer pickup interaction issue
55 Days Ago
Merge: from server_occlusion_poppin - Bugfix: fixes false-negative occlusion queries at the top of the hills - Bugfix: fixes false-positive occlusion queries while looking through a hill - Optim: sped up occlusion cache generation by 65%+ (4.5k from 134s -> 50s, can be faster with sufficient RAM) - Editor: extended LoadMapFile with Server Occlusion debug tools Tests: generated reported bug case and visualized and debug traced. Generated 6k, 4.5k, 2k and Craggy to confirm generation doesn't crash.