reporust_rebootcancel

118,545 Commits over 3,987 Days - 1.24cph!

Yesterday
merge from softcore_update -> aux2
Yesterday
merge from upkeep_changes -> softcore_update
Yesterday
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Yesterday
RustNative update (jungle biome improvements) Jungle biome now works on all map sizes Jungle biome now less torn apart (mostly one continuous area) Jungle biome now larger overall
Yesterday
Set `use_door_upkeep_brackets = true` in softcore gamemode
Yesterday
Add extra phrase to show both building block and door upkeep brackets in the TC loot panel
Yesterday
Add support for doors to have their own upkeep brackets and calculate upkeep seperately in softcore mode - store List<Doors> per building - calculate different upkeep brackets for doors vs building blocks - show both "10 blocks at 10%, 5 doors at 20%" in TC tooltip if doors are on the base Placeholder values for door upkeep brackets
Yesterday
wip patched in DBS
Yesterday
New: TickInterpolatorCache - a sparse, bulk TickInterpolator array - Comes with it's own stress tests (they pass, but need to investigate perf) - Depends on PlayerCache, but I need to modify it to provide more stability Building block towards jobifying tick history processing. Tests: ran unit tests
Yesterday
merge from softcore_update
Yesterday
merge from softcore_update
Yesterday
merge from softcore_update/deployable_corpse
Yesterday
Fixed corpses deploy check hitting themselves and preventing ground missing repositioning
Yesterday
merge from softcore_update -> aux2
Yesterday
merge from respawn_changes -> softcore_update
Yesterday
Potential fix for anims not being cancelled properly
Yesterday
female prefab setup
Yesterday
merge from jungle_building_skin_merge
Yesterday
rebuilt manifest
Yesterday
Added a new filtering mode for DeployVolume.Check, allowing us to ignore specific types Container corpses now ignore the DebrisEntity type, this was preventing them to spawn in some cases
Yesterday
Only merge backpack partial stacks if something is taken from the backpack for the reclaim system
Yesterday
Make backpack dropped on death if not reclaimed instead of staying on the corpse - backpack still stays on player if you are wounded in softcore (to enforce reclaim of backpack contents)
Yesterday
Horse costume lods
Yesterday
Move drop backpack to `WoundedStartSharedCode()`
Yesterday
Fix drop backpack for wounding not being called when the player is set to crawling
Yesterday
Make sure "drop backpack on death" is only called when they die and not when they are wounded - no change to behavior, fixes convars for "drop backpack on death vs wound"
Yesterday
Removed OnDied(null) in BaseCombatEntity AdminKill, was added when refactoring corpses spawning
Yesterday
merge from softcore_update
Yesterday
merge from softcore_update/deployable_corpse
Yesterday
Handle all default items, not just rocks and torches
Yesterday
Corpse spawning checks fixes
Yesterday
Range checks, wip
Yesterday
Chicken costume burst cloth setup
Yesterday
Ensure rocks, torches and other starting items are never reclaimed
Yesterday
Yesterday
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
Yesterday
removed unnecessary NoAlias attribute
Yesterday
fixes and tuning improvements - corrected indexing mistakes that caused water to flow generally eastwards and slope angle to just be wrong - water height threshold to stop ocean eroding seafloor - sediment depositing uses timestep to help tuning be more consistent - cleanup
Yesterday
jungle_update -> Aux3
Yesterday
Boomerang -> jungle_update
Yesterday
main -> Boomerang
Yesterday
Adjusted icon again
Yesterday
More compile errors
Yesterday
- Compile errors - Recalculate bounds
Yesterday
Fixed some weird sticking issues with boomerangs. Explore some sticking behaviour with entities
Yesterday
Added AO and specular to Beenie Hat
Yesterday
merged from jungle_building_skin
Yesterday
Reduced snake health
Yesterday
Custom SMG - Narrowed 3P sight to match the 1P model
Yesterday
Venom icon settings