reporust_rebootcancel

135,224 Commits over 4,324 Days - 1.30cph!

8 Minutes Ago
Refactored node config fields Added config fields UI
1 Hour Ago
Codegen / manifest
1 Hour Ago
Add trailer chassis that is scaled larger to fit building block sized trailers
1 Hour Ago
Add shipping container building block trailer prototype thingy
1 Hour Ago
Disable the RendererBatching components on shipping container skin for the hackweek
2 Hours Ago
Merge from fishing_village_perf (not expecting much from this, but worth changing anyway)
3 Hours Ago
Fixed youtooz bobble heads breaking after 10 uses
3 Hours Ago
tweaked guitar inUse position
3 Hours Ago
Swap away from projectiles in favour of a standard BaseEntity - Golf ball can be claimed by a client, this takes client ownership and updates the server on its position (ensuring accurate collisions for local client) - Various settings to tune update amount - Simple press e to force golf ball in that direction
4 Hours Ago
Fixed flamethrower not unlocking 5.56 in tech tree. Fixed incend pistol ammo not unlocking 5.56 in hardcore
5 Hours Ago
Very first pass of the node graph: from the data computer, you can build graphs with simple logic gates (similar to scratch/UE blueprints) Graphs can read data from devices connected with data chips, trigger power outputs... Can't 100% test it yet because after spending 50 years on the systems I now need to spend another 50 years getting a decent UI
5 Hours Ago
Set exclude layers on fishing villages SafeZone trigger. Ran s2p on all fishing villages to bring in turret layer exclusions.
5 Hours Ago
Set exclude layers on sentry.bandit.static
5 Hours Ago
Merge from main
5 Hours Ago
move PlayerEnterOrLeaveDeepSea RPC to the PreTeleportPlayer as it is called for all players regardless of mount/passenger state, ensures clear shore vectors
5 Hours Ago
merge from mounted_shorevector_clear_fix
Today
Drums - Updated foot ik positions on drumkit - Updated override controller
Merge from naval_update
Merge from main
Today
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Today
Merge: from main
Today
Bugfix: prevent leaking entities into save from transient containers Tests: 2.5k procgen map with disabled deep sea - 5 time save-load, went from 15,565 to 15,606. So we're still leaking, but less than a 0.1% per save. Didn't see anything specific in the entity dump.
- Create basic golf ball entity - Create golf ball projectile - Hitting E on the golf ball entity spawns a golf ball projectile with a small upwards velocity (for testing)
Today
apartment complex layout refinement to street and ground surfaces readying for procmap, s2p
Today
Dealt with the escaping when formatting for ADX. Also fixed the construction of the array syntax so it automatically parses into the dynamic type in ADX (previously it was still treated as a string) (Note: the confusion is that there is slightly different syntax when using datatable vs .ingest and I had used a combination of both DOH)
Today
merge from prefab_preprocess_fix
PlayerRigUpdate2 -> hackweek_golf
main -> hackweek_golf
Today
Now excludes inactive settings. And added todos for remaining work
Today
merge from main
Today
Blockout for rentable kiosk A
Today
Read the log file instead and run the server in the shell
merge from main
Today
meds box corpse
Today
armor box corpse
Today
merge from industrial_redirect_fix
Today
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Today
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Today
merge from sprinkler_obb_fix
Today
tool box corpse
Today
last one, texture setting adjustment for boxes and reducing AO texture size
Today
more texture setting adjustment for boxes and reducing AO texture size
Today
texture setting adjustment for boxes and reducing AO texture size
Today
charcoal box matrix added, prefab adjustments, corpse added, icon rendered, loca updated, AO texture reduced to 1k
Today
wip comps box fbx update
Today
Properly route stdout to the rust client Watch for server ready message, connect player once server has booted
Today
First steps for a local tutorial Start up a local server via debug.startLocalTutorial convar, currently only loads craggy
Today
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Today
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Today
Better fix, match the old capsule entirely with an OBB If anything this will allow sprinklers to hit more planters slightly