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143,445 Commits over 4,413 Days - 1.35cph!

Today
wire deploy update
Today
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Today
Fixed infinitely stacking bamboo and industrial half shelves on top of eachother
Today
cobweb fixes
Today
fixed apartment_b_concrete_mixed_slab
Today
Add computer station reskinning Now preserves all the saved cctv codes and wire stays connected to the sub io entity, snapping to the new handle position Fix an NRE when trying to control drones on playground
Today
merge from industrial_dlc
Today
merge from main
Today
Rejigged rentable shops so that interior and exterior are their own prefabs. Removed colliders and entity scripts for props inside. Removed obsolete decal mesh from large apartment prefab.
Today
torch animation updates
Today
Removed EffectRecycle Script from the enabled.prefab (was causing issues).
Today
update from main
Today
Fix miner's hat not showing up in the workshop editor
Today
merge from PlayerRigUpdate2
Today
apartment corridor update
main -> game_room_dlc
Today
edited crossbow bowless viewmodel prefab iron sight postion
Today
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Today
merge from autoturret_workshop - split off hidable cover mesh used for bows and updated entity flag toggle to hide/show the mesh instead of change material which fixes the workshop skinned auto turrets not applying material to cover mesh. Updated this in all instances of auto turret / sentry across monuments, ran scene2prefab all. Updated workshopsource auto turret model
Today
merge from mortar_fixes
Today
Fix spectator mode being broken for vehicles that don't override position/rotation
Today
Merge from batch_renderer_group
Today
Only initialise BatchRendererGroup if using a render pipeline
Today
merge from auto_turret_cover_fix including scene2prefabs
Today
scene2prefab with auto turret fixes
Today
Merge from Main/bowless_crossbow
Today
merge from mfm (merge from main)
Today
Industrial Storage - added missing physics material to horizontal variant
Today
Merge from main Manually resolve merge hell in SprayCan.cs
Today
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
Today
Optim: Jobs 3 - skip running PreallocNetWrites On a busy server we can end up sending 1.5k entities in a frame, and it can cost us 0.7ms total on preallocation. With recent pool rewrite we should be able to allocate on demand. Tests: On Craggy ran around/broke stuff/ziplined with Jobs 3
Today
Full screen skinviewer layout/transition changes
Today
Collision for large apartment
Today
Adding new world model rig for m16
Merge from industrial_dlc
Reorder industrial shelf colours to match shipping container
Today
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Today
Remove legacy built-in instancing support from Rust/Standard shader. We're all-in on RRP, SRPB, BRG and all the other fancy acronyms.
Today
Fix rare NRE from missing player models when creating sweep handles
Today
update from main
Today
merge from PlayerRigUpdate2
Today
Fix burst cloth when spawning in near sleeping players
Updated shorts to eliminate transparency bleed in some skins
Today
Caching m16 viewmodel textures
Today
Show faded fuel blocks when consumed instead of hiding them.
Today
Mortar animation update
Today
linked 5.56 bullet prefab M16a2 bullet bone in viewmodel prefab and vm anims updated
Today
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
Today
Merge from lockin
Today