reporust_rebootcancel

140,676 Commits over 4,383 Days - 1.34cph!

Yesterday
Fixed final vending entry pushing itself out the screen
Yesterday
Swap to a string builder to save a few allocations when updating dynamic pricing
Yesterday
merge from deepsea_navmesh_optims
Yesterday
When the deep sea opens, wait for island navmesh bake to finish before starting the next Added deepsea.navmesh_spawninterval (was using entity interval before)
Yesterday
Dynamic pricing support (nearly there!)
Yesterday
merge from dragbyangle_rebalance
Yesterday
Added combining of source meshes and materials in the LOD Baker tool to make it compatible with the baking script
Yesterday
merge from main
Yesterday
merge from deepsea_loot_balance
Yesterday
Tweaked deep sea loot: - Initial loot when the sea opens slightly reduced (~15%) - Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100% Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
Yesterday
merge from playerboat_player_transfer_fix
Yesterday
replicated previous fix in jobs version of code
Yesterday
merge from playerboat_player_transfer_fix
Yesterday
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Yesterday
merge from main
Yesterday
merge from spraycan_barrels_support
Yesterday
fixed shallow wall shelves skinnable redirect to shallow shelves not half
Yesterday
Prefix nav logs correctly in RustNavmeshAgent
Yesterday
Convert all old scientists to use new navmesh agent
Yesterday
Merge from terrain_renderer
Yesterday
Actually assign culling value in cullingtest
Yesterday
industrial shelves half height and wall shallow - skin created and setup - item updated
Yesterday
wall shallow bamboo shelf - fix sitem itemname to allow skinning from repair bench and spray can
Yesterday
Check default navmesh is built and log error if not in agent queries
Yesterday
Revert last commit
Yesterday
Merge from terrain_renderer
Yesterday
Merge from main
Yesterday
Change culling test to check using map of device ids
Yesterday
Potential fix for SetBrakingEnabled and CanUpdateMovement NRE (suspected triggered by excav and cargo scientists)
Yesterday
build skins for industrial salvaged shelves
Yesterday
industrial electric furnace - item updated - skin
Yesterday
Update: replace hardcoded constant with GamePhysics.DefaultMaxResultsPerQuery (same value) - also submitting missing meta file Tests: compiles
Yesterday
Updated all kitchen cabinets inside apartment prefabs from meshes>prefabs
Yesterday
merge main -> rust_relay_server
Yesterday
industrial auto turret - updated item skin
Yesterday
Resolved stale state issue, tidied bootstrap
Yesterday
some more world layer setup for recent props
Yesterday
- Fix flex transition play on awake not working - Minor design stuff and alignment
Yesterday
Updated Foldable Table Prop to World Layer
Yesterday
Updated Firewood and Firewood Holder Prop To World Layer
Yesterday
Updated Makeshift Coffee Table Prop to World Layer
Yesterday
Updated Small Kitchen Cupboard and Cabinet Props to World Layer
Yesterday
merge from tincanalarm_v2
Yesterday
Can add flares inside the tin can alarm
Yesterday
Updated All Kitchen Cupboard and Cabinet Props to World Layer
Yesterday
merge from main
Yesterday
industrial auto turret - fix localization and linked skin to industrial sitem
Yesterday
merge from main
Yesterday
merge from spraycan_barrels_support
Yesterday
industrial dlc - fix sitem localization