reporust_rebootcancel

137,668 Commits over 4,352 Days - 1.32cph!

1 Hour Ago
Merge from shield_idle_collider
1 Hour Ago
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1 Hour Ago
Merge from Armored_ladder_hatch
1 Hour Ago
Descriptions, fix guide mesh offset on triangle
1 Hour Ago
Temp crafting costs
1 Hour Ago
Icons
1 Hour Ago
Triangle hatch prefab setup Enable r/w on collision meshes
2 Hours Ago
Apply primitive cylinder colliders to top and bottom hatches
2 Hours Ago
Allow held items on water wheel mountable Apply same hack as rocking chair - apply parameters inside ForceUpdatePlayerModel but still return false
3 Hours Ago
Merge from viewmodel_early_disable_fix
3 Hours Ago
Fix viewmodels disappearing when held with a shield Fix warning about viewmodels receiving the clear event when they are not setup to clear
4 Hours Ago
charm initial setup on ar, blowpipe, blunderbuss, bolt, comp bow, crossbow, custom smg, dbs, dragon rocket launcher, eoka, flamethrower
5 Hours Ago
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6 Hours Ago
Updated eyetransform in rustplayer.fbx
6 Hours Ago
Bugfix(tests): fix invalid position logic in ServerOcclusionGroup tests Tests: unit tests pass
Today
charms cleanup, fixed jittering issue, rotated and scaled better, tweaked AR position
Today
restore
Today
merge from main
Updated server side ragdoll bone pos data
Apartment complex b file cleanup
Today
Fix most of the ServerOcclusionGroup tests Default grid size was too small (it just used out of bounds cells before) Fixed IsVisibleFrom to also test against the circular radius Reset some convars that can make the tests fail
Today
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Today
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Today
updated faberge egg H - added full rig - animated excavator
Today
Port tiger, panther, croc and naval scientists Will need thorough testing
Today
Add todo comments
Today
Remove GetCornersNonAlloc helpers and intermediate buffers
Today
fix dot product water direction to be absolute, in case wheel is rotated the other way
Today
Revert recent changes to new NPCs pathfinding component, they don't need it with the new abstraction around NavMeshAgent and NavMeshPath Port the new wolf as a test, works fine but unlike old NPCs does not support switching at runtime without throwing errors, to investigate
Today
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
Today
Lots of small improvements to make the multi-unlock process more robust Handle closing the techtree or switching tabs during unlock Selection path stays visible as the animation runs, prevent selecting other nodes until it finishes
Today
easter floorpaper update, added wip wallpaper, temp IDs/icons, engine file
Today
mortar bipod fix - separated geo from the bipod tube so it can rotate - quick fix looks decent enough
Apartment complex b more damage progress
Today
Implemented deploy, mounting and movement sounds for the water wheel
Today
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Today
Arctic hazmat skin pass
Today
Added statistical analysis for mesh sizes to Indirect Instancing Tools
Today
Enable Read/Write for 2752 meshes below 128 KB
Today
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Today
Port old oilrig scientists, just to check that monuments properly support switching navmesh back and forth, will port all other old scientists later
Fix incorrect material in jacket (male and female)
Today
Kitchen kit meshes and prefab update. Added WIP materials.
Today
Merge from main
Today
collision fix for mounting on not open side, fix for oceans not rocking wheel back and forth
Merge from turret_paintball_fixes
Today
Code review fixes
Today
Port polar bear, boar, chicken and stag Properly take into account "base offset" property use on chicken and stag
Today
Route all references to unity navmesh to class with same API, to easily intercept and route requests to the correct navmesh depending on the convar Converted bear to be able to switch between unity and custom navmesh at will, has yet to port other old and new animals as well as all humanoids