reporust_rebootcancel

118,364 Commits over 3,987 Days - 1.24cph!

3 Hours Ago
Update nearby vines when a tree respawns
3 Hours Ago
Revert chair.static mount pose
3 Hours Ago
Moved to /effects
3 Hours Ago
Trail ready for mirrored orientation.
3 Hours Ago
Fresnel opacity.
3 Hours Ago
Even more orientation fixes.
4 Hours Ago
Fix vines double spawning when loading
4 Hours Ago
Orientation fix.
4 Hours Ago
WIP (some temp stuff)
4 Hours Ago
4 Hours Ago
Vine swinging trees no longer immortal Spawns an immortal stump entity when killed, stump will respawn the tree after 10s (wip obviously) Will not spawn if a player is in proximity
4 Hours Ago
Midair visibility WIP. Texture optimiziation. Slash instead of blunt dmg.
5 Hours Ago
Improved bone positions so head stays up during run animation
5 Hours Ago
Merge from main
5 Hours Ago
Sav backup
5 Hours Ago
Hierarchy changes to prevent burst cloth NREs in debugcamera Game ObjectLOD burst cloth controller
5 Hours Ago
Adjust skin id to fix conflict with main, unlock via the abyss pack
6 Hours Ago
Merge from main
Today
Ensure full river target count is placed outside jungle, in addition to any river candidates inside jungle
Today
merge from softcore_update -> aux2
Today
merge from upkeep_changes -> softcore_update
Today
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Today
Set `use_door_upkeep_brackets = true` in softcore gamemode
Today
RustNative update (jungle biome improvements) Jungle biome now works on all map sizes Jungle biome now less torn apart (mostly one continuous area) Jungle biome now larger overall
Today
Add extra phrase to show both building block and door upkeep brackets in the TC loot panel
Today
Add support for doors to have their own upkeep brackets and calculate upkeep seperately in softcore mode - store List<Doors> per building - calculate different upkeep brackets for doors vs building blocks - show both "10 blocks at 10%, 5 doors at 20%" in TC tooltip if doors are on the base Placeholder values for door upkeep brackets
Today
wip patched in DBS
Today
New: TickInterpolatorCache - a sparse, bulk TickInterpolator array - Comes with it's own stress tests (they pass, but need to investigate perf) - Depends on PlayerCache, but I need to modify it to provide more stability Building block towards jobifying tick history processing. Tests: ran unit tests
Today
merge from softcore_update
Today
merge from softcore_update
Today
merge from softcore_update/deployable_corpse
Today
Fixed corpses deploy check hitting themselves and preventing ground missing repositioning
Today
merge from softcore_update -> aux2
Today
merge from respawn_changes -> softcore_update
Today
Potential fix for anims not being cancelled properly
female prefab setup
Today
merge from jungle_building_skin_merge
Today
rebuilt manifest
Today
Added a new filtering mode for DeployVolume.Check, allowing us to ignore specific types Container corpses now ignore the DebrisEntity type, this was preventing them to spawn in some cases
Today
Only merge backpack partial stacks if something is taken from the backpack for the reclaim system
Today
Make backpack dropped on death if not reclaimed instead of staying on the corpse - backpack still stays on player if you are wounded in softcore (to enforce reclaim of backpack contents)
Horse costume lods
Today
Move drop backpack to `WoundedStartSharedCode()`
Today
Fix drop backpack for wounding not being called when the player is set to crawling
Today
Make sure "drop backpack on death" is only called when they die and not when they are wounded - no change to behavior, fixes convars for "drop backpack on death vs wound"
Today
Removed OnDied(null) in BaseCombatEntity AdminKill, was added when refactoring corpses spawning
Today
merge from softcore_update
Today
merge from softcore_update/deployable_corpse
Today
Handle all default items, not just rocks and torches
Today
Corpse spawning checks fixes