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115,306 Commits over 3,959 Days - 1.21cph!

5 Years Ago
Move disabled / network limited entities to the limbo network group (so they are properly excluded from any processing)
5 Years Ago
[D11] Ambient light. Additional triggers on the sewer tunnel ladder. Using separate update periods for player-created buildings and other constructions.
5 Years Ago
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5 Years Ago
[D11] - Removing missed read/writes
5 Years Ago
Branding update
5 Years Ago
[D11][UI] Set quick chat icons, rotate direction icons
5 Years Ago
[D11][UI][#3966] Fixed a number of issues with the assign sleeping bag screen.
5 Years Ago
[D11] Temporarily switch the light off for the shotgun trap fire effect
5 Years Ago
[D11] [UI] Removed backend new line tag error from localisation file.
5 Years Ago
[D11] HDRP Fixes for ExplosionsLightCurves and related prefabs
5 Years Ago
Some temp primitives
5 Years Ago
New fluid combiner entity, combines three separate fluid inputs Extended the electrical combiner script to support three inputs (no actual change to the electrical combiner prefab)
5 Years Ago
Code review: Change shader property strings to IDs.
5 Years Ago
Code review: Combine MaterialPropertyBlocks and make static.
5 Years Ago
Reduce garbage gen in RefreshLODSets a little
5 Years Ago
New water desalinater entity, inherits from the Water Purifier but isn't placed over a campfire and must be powered. Processes 4x as much water each minute and only loses half of the salt water in the conversion process.
5 Years Ago
Code review: Remove unused vars.
5 Years Ago
Initial test per code review discussion, started converting VehicleModuleComponentBase components to actual sub-entities, using a new IVehicleModuleComponent
5 Years Ago
Fixed water purifier reusing the miningquarry protobuf - now has it's own protobuf class
5 Years Ago
Remove log
5 Years Ago
Added a water depth test socket mod to enforce minimum/maximum depths for the water pump Added a place on water option to the construction component so the pump is placed on the water level
5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
[Editor] Don't lose TonemappingColorGrading settings when switching off #CLIENT. Fixes black screen on first run when switching back.
5 Years Ago
Merge from farming2
5 Years Ago
Potentially fixed LootContainer.OnKilled stats NRE (only occurs when a container is killed via a DestroyOnGroundMissing component)
5 Years Ago
Fixed power plant puzzle bypass PP S2P Removed redundant prevent movement volumes (PP)
5 Years Ago
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5 Years Ago
Small oilrig S2P Small oilrig hackable crate now behind red keycard
5 Years Ago
[D11] Ambient light. Fixing the compilation error.
5 Years Ago
Large oilrig hackable crate now behind red keycard Removed all keycard spawners from large oilrig
5 Years Ago
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5 Years Ago
[D11] Ambient light. Fixing the compilation error.
5 Years Ago
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5 Years Ago
Fixed NREs on foliage v3
5 Years Ago
Fixed script NREs on scenes without terrain
5 Years Ago
Fixed water treatment plant puzzle bypass Removed redundant prevent movement volumes (WT) WT S2P
5 Years Ago
[D11] - Removing read/write from weapon texture maps
5 Years Ago
Added and tweaked Launch Site SAM positions LS S2P
5 Years Ago
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5 Years Ago
Static Sam site can only now be damaged by projectiles and explosives added SamStatic protection
5 Years Ago
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5 Years Ago
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5 Years Ago
Fixed bypassing trainyard puzzle Removed redundant prevent movement volume trainyard S2P
5 Years Ago
[D11] - Fix for bug 3961 - Guns and Tools looking different to Steam.
5 Years Ago
[D11] [#1605][#3344] Ambient light in buildings and underground tunnels. 1. Setting the shadow color to black on the main light source: Scene setup.prefab -> Light -> Shadows -> Tint -> black 2. Using the existing ambientLightMultiplier to scale the Sky Volume exposure when inside the buildings: RustSkyGradient.cs. Forgot to reuse the WaitForSeconds object.
5 Years Ago
Lowered optimal water saturation amount for planter boxes. Moved optimal value to a server convar (optimalPlanterQualitySaturation)