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123,984 Commits over 4,171 Days - 1.24cph!

5 Years Ago
Separate waterlevel and environmentwetness in PlayerMetaboilism, instead treat sprinklers as just another source of wetness like rain or snow
5 Years Ago
Nest some if statements
5 Years Ago
merge from main
5 Years Ago
- Propagate damage even when it's a 0 health module being hit. - Propagate damage to all other modules, not just adjacent ones.
5 Years Ago
Fixed water drain amounts not updating when disconnecting hoses
5 Years Ago
Fix water purifier not showing power consumption in inventory
5 Years Ago
Added Graphics.vm_fov_scale convar to switch back to old vm behaviour
5 Years Ago
Tweaked crafting costs Water pump and powered water purifier are no longer default blueprints
5 Years Ago
Decay modular cars at 25% rate if inside
5 Years Ago
Possible client NRE fixes in SimpleFlare and MiniCopter
5 Years Ago
Vehicle destruction with per-module gibs now working
5 Years Ago
Color and size tweaks
5 Years Ago
Demo main menu UI tweaks. Menu no longer closes when clicking inside the main panel. Delete confirmation now closes when clicking outside of the dialogue box.
5 Years Ago
Scale offset viewmodel based on fov
5 Years Ago
Merge from main
5 Years Ago
Add gibbable scripts to base chassis and module. Adjust lift gibbable script.
5 Years Ago
Code review: clamp wetness value so it can't go above 1
5 Years Ago
RustButton.Grey stylesheet. Video button styled with it.
5 Years Ago
Merge from main
5 Years Ago
Temp icon and more prefab setup for powered water purifier Fixed double kill warning when destroying powered water purifier
5 Years Ago
MenuUI.Companion widget iteration & related assets.
5 Years Ago
Code review: place on water mode now uses water mask raycast instead of a plane
5 Years Ago
Use the proper position and rotation
5 Years Ago
Realigned colliders and IO sockets on new water purifier model Code review: Don't run CreateWater invoke if power input is 0
5 Years Ago
Code review: Don't invoke create water on water pump unless input is greater than 0
5 Years Ago
Cherry pick that
5 Years Ago
Fix entity handler using the wrong method to check for TC auth
5 Years Ago
added poweredwaterpurifier greybox
5 Years Ago
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5 Years Ago
added new berry plant colours
5 Years Ago
Protobuf code generator update (pooled bytes)
5 Years Ago
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5 Years Ago
[D11] [UI] Temporary Spritesheet Memory Optimisations (about 20mb's saved if Heap Explorer is to be believed)
5 Years Ago
[D11] Whitelisting the textures used by the monuments during map generation.
5 Years Ago
[D11] Added Depth of Field settings for Art to test - defaulted to off
5 Years Ago
Fix errors so tasks actually get completed and a response is sent back
5 Years Ago
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5 Years Ago
Merge from filestorage_2
5 Years Ago
Fixed roadside monuments sometimes spawning upside down (edge case)
5 Years Ago
[D11] Changed Blueprint_Read to use a small sound prefab instead of a ui_sound prefab.
5 Years Ago
Network++ Save++
5 Years Ago
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5 Years Ago
[D11] Enabling the asset stripping for the release server builds.
5 Years Ago
Dropbox groundwatch no longer checks for world layer (stuck inside world when bases decay)
5 Years Ago
Merge from parent
5 Years Ago
Missed files