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127,468 Commits over 4,201 Days - 1.26cph!

11 Days Ago
Double all block health contributions
11 Days Ago
Remove inventory eat button and hotbar select from example item (apple) and template
11 Days Ago
Small engines can only be placed on hull blocks. Added support for RequireHull to SocketMod_BoatBuildingBlock.
11 Days Ago
Update(editor): start of StoreBundleTool - automates bundle assignment for properties with ProxyPathFor attrib - starting with assembly scanning Idea is to scan the assembly, detect all the relevant fields, resolve them and assign referenced assets to the bundle Tests: ran it, doesn't find all fields yet
11 Days Ago
Merge from engine_forces
11 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on farm barge set dressing
11 Days Ago
dummy logic for fuel consumption in force application
11 Days Ago
Only update SDF Scale when lossy scale has changed by more than 20% (from last TMP version)
11 Days Ago
increased engine thrust, as strong as 2.5 sails
11 Days Ago
Added Is Scale Static field to RustIcon editor
11 Days Ago
merge from main
11 Days Ago
disabling shadow casting on prefabs
11 Days Ago
handle steering adjustment with COM centerline properly
11 Days Ago
texture update
11 Days Ago
Merge from engine_forces
11 Days Ago
RPG7 - copied files to independent rpg branch
11 Days Ago
added static camera prefab version foor barge hierarchy and groups refactor reducing popping due to culling volumes cleared double rendererbatch scripts on some prefabs
11 Days Ago
Simple reloading (just ignores the reload bar for now) Lerp client turret rotation when predicting (since we dont have snapshots to smooth it out)
11 Days Ago
improving culling selection on farm barge for reduced popping
11 Days Ago
merge from main
11 Days Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
11 Days Ago
improving culling selection on medical barge for reduced popping
11 Days Ago
Restore broken Desert_Dwelling_double_A.prefab corrupted in 122570 on scientist_iteration branch. Fixes it randomly preventing server startup when trying to be spawned by abandoned military base
11 Days Ago
improving culling selection on supplies and prison barge for reduced popping
11 Days Ago
Engine basic functionality but no forces applied yet.
11 Days Ago
Fixed entrance portal buoys spawning out of valid bounds
11 Days Ago
model refresh for the medical syringe textures and material (new folder - kept old so can be replaced)
11 Days Ago
rebuilt static CH47 prefab to get rid of skinnedMesh renderers in favor of regular mesh renderers, removed bone hierarchy and add the visually damaged blades to it, made LODs for blades
11 Days Ago
PTBoat script handles loot spawning rather than the spawner itself This means console command spawned boats will spawn their loot properly
11 Days Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
11 Days Ago
Merge: from baseplayer_vis_nre - fixed false positive logging, better logs Tests: built standalone and connected to staging server - no extra errors on connect
11 Days Ago
Merge: from main
11 Days Ago
Update: move breadcrumbs a bit to get better callstack - eliminated a false-positive Tests: built standalone and connected to staging - no more error logs on connect to server
11 Days Ago
Merge from small_ramp
11 Days Ago
Merge from small_engine
11 Days Ago
initial Terrain_WaterHeight separation and dummy data for both
11 Days Ago
Rust 12th Birthday Cake - Created optimized mesh LODS for world model and viewmodel. Updated projectile, wm prefabs.
11 Days Ago
merge from deep_sea
11 Days Ago
Fixed deep sea exit portal not working
11 Days Ago
Removed obsolete tags from floating walkway kits
11 Days Ago
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
11 Days Ago
Merge from parent
11 Days Ago
Removed the random GiveUp text ddraw randomly telling me to give up in editor
11 Days Ago
Fixed IsInsideInnerBounds returning false when in the deep sea
11 Days Ago
Added Spike trap model component
11 Days Ago
reduced visible distance for casino indoor props, but took out some props to draw further to reduce popping raised interior culling volume because we should not see the interior furniture at street level (+1k batches otherwise) added a regular props_culled culling group for props on the outside to cull like other barges re-organised prefab categories to be in line with other barges hierarchies added some polygon surfaces inside the casino floors to help with automatic culling of objects below
11 Days Ago
merge from naval_update
11 Days Ago
Adding 50 cal rigs