reporust_rebootcancel

122,638 Commits over 4,048 Days - 1.26cph!

Yesterday
Yesterday
wind shear animation, fix shadow map when vclouds off
Yesterday
Catapult admin reload supports the bee bomb as a possible ammo type
Yesterday
merge from fix_outbreak_death_icon -> main
Yesterday
Fix outbreak scientist loadout losing the DeathIconPrefab reference as well
Yesterday
Fixed OnPointerUp being fired instantly when starting to drag a RustButton in a scroll view
Yesterday
Jungle biome is centered in tier 0, with temperate biomes to the sides of it
Yesterday
merge from fix_oil_rig_invisible_collider -> main
Yesterday
Yesterday
Fix invisible collider on top level of large oil rig
Yesterday
Yesterday
merge from main
Yesterday
made blue light more blue, tweaks to emissive to make as bright as red
Yesterday
merge from main
Yesterday
fix missing shore vector texture in ocean vface calc
Yesterday
Fixed settings toggle NRE Fixed some sliders using the wrong formatting Tweaked scroll view
Yesterday
`fixcars` now works for hot air balloons
Yesterday
merge from qol_chainsaw_ammo_count -> main
Yesterday
Refactor Item.ammoCount -> Item.clientAmmoCount - was confusing as the code was setting the item's ammo count but also reading ammoCount from the entity when being networked to make it reliable - this worked for client but caused the server's item ammoCount to not always be correct - remove server assigning ammoCount to the item since it's redundant - switch VendingMachine to look directly for HeldEntity instead of looking at item's ammo count
Yesterday
Wallpaper floor & ceiling pack - added WIP metal floor, fixed materials and icons
Yesterday
Fix chainsaws not showing their fuel count when inside a chest
Yesterday
ParticleTestMap crap file
Yesterday
Added a flex element to the ui context scene, so flexed prefabs look nice when opened
Yesterday
Custom unpress siblings setup Works with options settings
Yesterday
LR300 viewmodel deploy anim updates - Anims now match desired speed from source wiith attention to spacing - Removed curve state speed scripts on deploy anims - Updated anims to actually end in correct idle pose for better blending - transition tweaks in the animator
Yesterday
Hook settings menu into new main menu
Yesterday
merge from main
Yesterday
separated splatting for sand and snow again, debug render command, cleanup
Yesterday
Continuing testing out floating walkway platforms
Yesterday
fix layer compositing
Yesterday
apple/corn/orange/potato crate A versions LODs pending prefab setup
Yesterday
Tweaks and cleanup
Yesterday
SyncVars -> Aux3
Yesterday
Try to ensure editor weaving process isn't running on build
Yesterday
added blue light skin asset, tweaked light intensity , rebuilt manifest
Yesterday
Fix #SERVER compile error for attack helicopter `timeReloadHeldDown`
Yesterday
iv stand,blood bag pile and single blood bag scale blockouts
Yesterday
merge from Cocoknight_gloves_update
Yesterday
Cocoknight armor fixes
Yesterday
merge from qol_attack_heli_ammo_select -> main
Yesterday
patrol_helicopter_rotation_fixes -> main
Yesterday
Sanitise patrol helicopter spotlight rotations
Yesterday
merge from iofeedback_fixes
Yesterday
merge from TeaToken_Andgrammar
Yesterday
merge from main
Yesterday
bee_catapult_bomb -> main
Yesterday
merge from wallpaper/floor
Yesterday
Compile fix
Yesterday
Changed pick up and drop sounds Fixed error in Tech Tree 0
Yesterday
merge from wallpaper/floor