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127,966 Commits over 4,109 Days - 1.30cph!

12 Months Ago
hitching tweaks - project hitch joint - move ridable queue processing to fixed update
12 Months Ago
Renamed wainscotting icon and added minor grunge added to textures
12 Months Ago
Digital clock material and texture update
12 Months Ago
Update to Digital Clock material
12 Months Ago
Enabled cutout on default wallpaper skin materials, so you can see the wall grade behind
12 Months Ago
Digital Clock - Moved Materials Folder. Updated prefab text position. Updated mesh.
12 Months Ago
Updated Wallpaper Viewmodel and World Model to use updated FBX Updated Wallpaper Viewmodel and World Model Material to use an opacity map Added Wallpaper Viewmodel and World Model Opacity Map
12 Months Ago
wallpaper entity updated with wallpaper wm
12 Months Ago
exported wallpaper viewmodel rig/anim set with latest wallpaper model
12 Months Ago
Update the page prefabs with branding, logo and layout masks enabled
12 Months Ago
unpacked prefabs for divesite
12 Months Ago
menu ui prefab
12 Months Ago
Small tweaks to subway texture grime, added wainscotting (still WIP)
12 Months Ago
Added green wallpaper placeholder icon Folder cleanup
12 Months Ago
World Update 2 -> Legacy Wood Pile Improvements
12 Months Ago
Tweaked doorway wallpaper socket offset so you can't deploy wallpaper from the hard side when theres no door
12 Months Ago
DoPrepare to get an id on the new divesite prefabs Cleared out divesite_a and c replicas Updated manifest Re-added to populations to ensure proc gen spawning for the new prefab paths
12 Months Ago
splite divesites off to their own scenes so we dont get as many conflicts. Renamed new A B and C to D E and F as we have old ABCs, relinked broken rocket materials on divesite E, ran scene to prefab on D E and F
12 Months Ago
Make fsms easier to debug and extend by using tags for high-level transitions instead of nested fsms
12 Months Ago
Updated Rust+ pairing error messages toast with the new syntax
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
merge from buildingerrors_improvements
12 Months Ago
Fixed RPC error when assigning a bag to a disconnected player who has already reached their bag limit
12 Months Ago
Only add a 0 when starting by typing 3 or more in the digital clock alarm UI so 3 -> 03:
12 Months Ago
more seaweed placement. plane lods
12 Months Ago
Updated canyons clutter topology to contain the bottom of canyon surface for ore node spawns Updated canyon scenes
12 Months Ago
wip PlayerModifier limits per source type (tea/dart) and combined totals
12 Months Ago
Update: Replacing new occurances of obsolete Pool API with new Tests: built all configs
12 Months Ago
Cherrypick cs102783 build fix
12 Months Ago
Merge: from main Also contains updated codegen binaries to conform with new API Tests: built all modes
12 Months Ago
edited dpv character animations and edited ik position for hand on its deployed prefab
12 Months Ago
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12 Months Ago
Merge from broadphase_testing
12 Months Ago
switching to automatic box pruning
12 Months Ago
Have wolves react to campfires
12 Months Ago
proper limits on hitch joint
12 Months Ago
Clean: use a cast instead of new expr Also dead static removal Tests: none, trivial change
12 Months Ago
Added View Model and World Model for the Wallpaper Item Setup Wallpaper Viewmodel and World Model Material
12 Months Ago
Have EntityQuery.ProcessInSphere<T> cast to the chosen type, fix wrong time warning labels
12 Months Ago
skins update
12 Months Ago
green vintage wallpaper skin files
12 Months Ago
merge from main
12 Months Ago
Merge from jobify_ocean_sim
12 Months Ago
Added event folders to archive directory
12 Months Ago
Added new bandit camp + harbor menu background videos. Replaced some existing videos with higher quality versions. Removed old/outdated videos.
12 Months Ago
Scene improvements, testing a right hand IK controller for easier placement during editing
12 Months Ago
Moved menu video archive folder to editor assets directory
12 Months Ago
Use the diff of the pose instead of saaving the whole pose, ensures any zeroed out poses are accurate to the underlying data Added an ADS version of the rifle poses
12 Months Ago
Simplify blend to just work between two closest points, works a lot better