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125,754 Commits over 4,109 Days - 1.28cph!

8 Days Ago
ensure shaders are included
8 Days Ago
forgotten null check
8 Days Ago
Cow animation update (walk)
8 Days Ago
- When staying in cover, try to hold a likely angle the player could come from - Fix scientist sometimes leaving their zone for a cover super far away (when they use the old cover system as fallback) - More navmesh blockers on oilrig small to prevent scientists wasting their time testing destinations inside geo
8 Days Ago
Fixed issues opening menu
8 Days Ago
Fix a rare bug where F1 killing would start the 60s kill cooldown, but not actually kill the player. (could happen if the command is entered precisely while entering the incapacitated state)
8 Days Ago
Missed files
8 Days Ago
Save us 20 ms when leaving a server. Present in the current game. Split menu enabling/disabling across a few frames with a coroutine. Handling those UI elements is heavy. Throw 'disconnected' toast when leaving a server.
8 Days Ago
deployable anchor update
8 Days Ago
More arctic tuning for when the sun is low.
8 Days Ago
Less fog overflow out of the arctic biome.
8 Days Ago
Fix connecting to same server multiple times in a row not firing off "OnLobbyGameCreated()" callback
8 Days Ago
Store, Inventory fixes for floating footer
8 Days Ago
Remove allocs in flanking state
8 Days Ago
Make leaving zone during rush more robust
8 Days Ago
Overcast improvements. Minor SSS tweaks on clear.
8 Days Ago
merge from print_light_counts -> main
8 Days Ago
Fix "Print Lights" doing both ddraw and printing light count
8 Days Ago
merge from main -> print_light_counts
8 Days Ago
merge from party_system -> main
8 Days Ago
Fix more spacing issues
8 Days Ago
merge from jungle_update/spatial-biome-fog/fogmethod1
8 Days Ago
move and fix home news
8 Days Ago
Floating Header and Footer, inventory tweaks
8 Days Ago
Merge from main
8 Days Ago
subtract 124169 (vclouds/fog)
8 Days Ago
- Remove nav blockers in small oilrig - Cache zone on spawn - Discard potential destinations out of zone when peeking or taking cover - Don't flank targets out of our zone, or rush them, unless they got injured or an ally asked for help - Add debug visualization for zone checks - When leaving the zone for any reason, scientists should not filter points outside the zone anymore, or they'll be stuck
8 Days Ago
subtract 124170
8 Days Ago
subtract 124178
8 Days Ago
subtract 124192
8 Days Ago
subtract 124209
8 Days Ago
Various improvements to the `debug.lookingat` command - now works on more objects and displays more information.
8 Days Ago
compile fix
8 Days Ago
Pilot Hazmat - WIP helmet model/materials
8 Days Ago
merge from main
8 Days Ago
Floating cities greybox progress
8 Days Ago
Ensure they are both set to off
8 Days Ago
More dumb fixes
8 Days Ago
Adding cow animation exports and clip set up
8 Days Ago
Fixes for the crafted item and new item blur backgrounds
8 Days Ago
Use Application integration instead of my rubbish pipeline for those notifications
8 Days Ago
Inventory Modal
8 Days Ago
Initial setup for new AI zones (zones they don't want to leave unless they have a very good reason like pushing an injured player) This is to avoid all the scientists going on the same floor to fight upon hearing the first shot, instead they should cover the entrances to their floor and only move between floors on special occasions Previously this was done with navmesh blockers, but they prevent the scientists to ever pushing in another floor
8 Days Ago
Fixed NRE when connecting to a server
8 Days Ago
Give the player a notification in the menu if a new rust version has been released on Steam. Pipeline to grab manifest changes with an event.
9 Days Ago
Disabled the CameraAtmosphericScattering component on the Main Camera prefab temporarily to fix visual issues
9 Days Ago
Fix scientists not shooting back when sniped from very very very far away
9 Days Ago
Hook up twitch drop data on the clientside
9 Days Ago
Wire up 'latest changeset' data on the clientside manifest
9 Days Ago
Add some Y offsets to the buoyancy points on the walkway prefab