reporust_rebootcancel

154,903 Commits over 4,536 Days - 1.42cph!

2 Months Ago
making all ladder hatches have unique uv's
2 Months Ago
textures
2 Months Ago
Merge from main
2 Months Ago
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
2 Months Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
2 Months Ago
Manifest, fixes launch issue
2 Months Ago
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
2 Months Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
2 Months Ago
Fix normals in edit mode
2 Months Ago
corrected edit mode initialization and stopped BindRendererBounds from stomping mbp
2 Months Ago
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
2 Months Ago
Merge from main
2 Months Ago
center block from sculpture setup data in dialog creation
2 Months Ago
mbp instead of material instance
2 Months Ago
Use geo clip terrain normal sampled in vertex shader
Rin
2 Months Ago
merge from PlayerMaintainedMonuments/powergrid
Rin
2 Months Ago
Supermarket fridge loot pass s2p
2 Months Ago
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
2 Months Ago
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
2 Months Ago
Add new packed textures
2 Months Ago
Tanker module can now accept a different max stack size just for crude - 2000 (but exposed on module for easy changes) Crude is now extracted via a Take button in the vehicle UI, will need to be pressed once for every stack (so if it's full you'll click it 4 times)
2 Months Ago
Stone sculpture shader rewrite Packed and reduced required textures to 4 Massively reduce samples from ~44 to ~13 (removed blur, combined triplanar samples, packed textures) Use only axis alignment curvature as the most visually consistent Chisel progress is driven by distance from centre Brought back EditMode colours Removed unused shader variants branches Removed redunant parameters and ops
2 Months Ago
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
2 Months Ago
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
2 Months Ago
Merge from lootspawn_stack_fix
2 Months Ago
Merge from main
2 Months Ago
Merge from JulQuickfire_balane1
2 Months Ago
Merge from videoplayer_volume
2 Months Ago
Merge from lunar_masks_wolf_headress
2 Months Ago
Merge from main
2 Months Ago
Fixes
2 Months Ago
Sheep setup Fixed interact colliders on animals affecting navmesh bakes
2 Months Ago
Shift up the second hotbar so it matches inventory placement
2 Months Ago
Setup calf with proper model
2 Months Ago
merge from main -> editor_hotbar_swap
2 Months Ago
merge from fix_instantiate_persistant_setactive -> main
2 Months Ago
Fix editor printing errors in ItemIcon.OnEnable() and QuickCraft.OnEnable() - caused by an editor optimization to not create copies of single use prefabs (GameUI) - however GameUI is cursed and called SetActive() from inside Awake() which caused OnDisabled() to not be called, causing some of the UI prefabs to get into weird states - kept the optimization but locked it behind an editor pref for now until it can be properly fixed
2 Months Ago
merge from game_room_dlc
2 Months Ago
Simplify code
2 Months Ago
Fix the second hotbar prefab not referencing the main inventory
2 Months Ago
Pool table: - fix offset deploy guide - enable pickup, repair - assign protection and hp - add cloth surface collider
2 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
2 Months Ago
Merge from PlayerMaintainedMonuments
2 Months Ago
Restore recycler change from 158020
2 Months Ago
Merge from main
2 Months Ago
Powerplant fuse boxes now zap you if you try to remove a fuse S2P powerplant
2 Months Ago
merge from grenade_drop_fix
2 Months Ago
Fix grenades sometimes incorrectly dropping on your feet when you meant to do a regular throw Could happen if you right clicked -> switched away -> went back to grenade -> left click throw
2 Months Ago
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
2 Months Ago
Make the second hotbar a prefab instead of cloning the normal hotbar