reporust_rebootcancel

130,649 Commits over 4,171 Days - 1.31cph!

10 Days Ago
Fixed bug allowing the info header to still stick around
10 Days Ago
Fix loading into workshop scene showing incorrect server information
10 Days Ago
changed table lamp to use meshlod on world model and adjusted meshlod distances on both world and deployed
10 Days Ago
table lamp world model fluorescent light world model, set up lod distances, fixed emissive being on by default
10 Days Ago
Bigger waves at the edge of the deep sea when starting taking rads
10 Days Ago
viewmodel chainsaw update anims and anim controller edits
10 Days Ago
Backup from main
10 Days Ago
update from main
10 Days Ago
Updating from main
10 Days Ago
2 handed melee set of anim, entity and hold type updates
10 Days Ago
Backup
10 Days Ago
Merge from main
10 Days Ago
hooked up wall cabinet to unlock via decor lighting pack
10 Days Ago
Fixed table lamp missing its source item
10 Days Ago
Improve time sliced render option (can prioritise area near player), only clear within viewport option, replace old shader constants, update shader constants only when needed, and update foliage prefabs with new clear material.
10 Days Ago
tugboat_shelf_fix -> main
10 Days Ago
Fix shelfs not working on tugboats
10 Days Ago
electric table lamp unlock setup, hooked up world model, changed desctipion to be lamp instead of light , rebuilt manifest
11 Days Ago
added new folder for dlc sitems so they dont get lost. linked up chandelier to unlock from new decor_lighting_pack sitem (name TBD)
11 Days Ago
Updated the Rust.RenderPipeline package to include lighting stencil value changes
11 Days Ago
Chandelier - updated icon
11 Days Ago
Fixed SteamInventoryGen breaking when an item is missing its description
11 Days Ago
Fixed sled_xmas skin missing its name and desc
11 Days Ago
merge from steaminventorygen_loc_fix
11 Days Ago
beanbag alternate material setup and made them skins of the chair
11 Days Ago
Compile fix
11 Days Ago
merge from deep_sea/collider_debug -> deep_sea
11 Days Ago
Add `print_colliders_per_prefab` - will print out the breakdown of colliders for each type of entity - can optionally supply a numeric cell id to breakdown colliders per entity only inside that certain broadphase cell
11 Days Ago
Tripod models and colliders set to Deployed layer
11 Days Ago
merge from naval_update/deep_sea/radiation
11 Days Ago
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
11 Days Ago
Wider rad volumes, removed a log
11 Days Ago
TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough Moved up the bottom collider to match the deep sea seabed height
11 Days Ago
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11 Days Ago
fix feet showing through mannequin, impact effects blood -> wood
11 Days Ago
Added rad volumes at the edges of the deep sea
11 Days Ago
Large Cozy Water Fountain A - Initial folder structure and simple placeholder model and material
11 Days Ago
Calculate a bunch of ray directions in the bow and stern of the boat Gives us some directions for steering behaviour
11 Days Ago
Hanging bulbs pass.
11 Days Ago
merge from generate_shorevector_optim
11 Days Ago
Added mannequin poses, updated deployed
11 Days Ago
Fixed AddLanguageFile NRE during bootstrap
11 Days Ago
merge from bootstrap_translatenre_fix
11 Days Ago
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
11 Days Ago
Chandelier - Added LODs, gibs, updated textures
11 Days Ago
Fix not being able to stack C4s with different frequencies even after disabling RF
11 Days Ago
viewmodel chainsaw update anims and anim controller edits
11 Days Ago
Take into account decay.scale convar value when calculating upkeep time/cost in TC UI