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126,693 Commits over 4,109 Days - 1.28cph!

2 Years Ago
WIP better handling of elevator interaction options
2 Years Ago
fixed uv seam on wall half
2 Years Ago
Added 5 pixels of padding around map markers, prevents multiple map markers being placed right on top of each other
2 Years Ago
Map marker list styling
2 Years Ago
Move kinematic/gravity setting to PinTo set method
2 Years Ago
Added an analytic event for pinging
2 Years Ago
Increased ping widget size slightly
2 Years Ago
Fixing more post-merge layer issues. A few bits of foliage needed reimporting to update correctly, which then necessitated S2P on monuments that used them.
2 Years Ago
Enabled crosshair on binoculars Fixed pings getting placed slightly below the crosshair point Don't allow multiple pings of the same type to be too close
2 Years Ago
S2P all, to remove tree imposter layer users again after merge.
2 Years Ago
Updated LOD4 textures of the quarry deployable
2 Years Ago
Added sfx slots for each ping type to the ping widget (Assets/Content/UI/GameUI.Hud.PingWidget)
2 Years Ago
Refined the vertex painting across the LODs of the quarry deployable for consistency
2 Years Ago
Parent merge
2 Years Ago
Merge Main -> RagdollRewrite
2 Years Ago
Merge from main
2 Years Ago
Updated normal map for quarry deployable LOD4
2 Years Ago
Improved ring road path interest point handling
2 Years Ago
Updated the diesel engine files
2 Years Ago
merge from main
2 Years Ago
merge from rustplus_changes
2 Years Ago
missing file
2 Years Ago
2 Years Ago
Stop sending crate and explosion map markers to Rust+
2 Years Ago
merge from main
2 Years Ago
merge from nuclear_missile_silo
2 Years Ago
audio fix
2 Years Ago
merge from nms
2 Years Ago
merge from main
2 Years Ago
Only allow viewing cameras from Rust+ when not connected to the server
2 Years Ago
Randomize entity IDs and order in Rust+ CCTV data stream
2 Years Ago
progress EventScheduleWipeOffset baseline
2 Years Ago
Created a new wooden crate prefab variant in a military green colour Replaced the unlootable metal crates with the new wooden creates to avoid confusing players Replaced the open electric box prop with a different mesh because people thought it was interactable Created a new non-biome tinted material for the rocks inside the warhead room as they were looking off in certain biomes Moved the coffee table inside the admin office because it was blocking the path Tweaked LOD distances on the warhead room mesh because its last LOD was set to the same value as its culling distance Scene2prefab
2 Years Ago
merge from main
2 Years Ago
Add wipe laptop to CraggyIsland monument example for easier testing
2 Years Ago
useable br_sphere prefab for Twitch rivals
2 Years Ago
Download and cache videos in temp folder before popping up the video player
2 Years Ago
Updated quarry deployable prefab
2 Years Ago
Make the video player dialog close if the video doesn't start playing (within 5 sec right now, can bump it up on the prefab if needed)
2 Years Ago
Fixed z-fighting decals in the tunnel near the exit Fixed some floating props Made one of the decor boxes slightly smaller in one of the control rooms as it was blocking player movement when the door was open Moved a decor box near the exit as it was floating off the ground Tweaked wooden shelf position in onne of the exterior buildings as it was clipping through the door when it was opened Scene2prefab
2 Years Ago
merge from main
2 Years Ago
missing files from 81707
2 Years Ago
manifest rebuild
2 Years Ago
merge from main
2 Years Ago
Added a game tip to explain how to ping if the player is currently able to ping
2 Years Ago
Only show the compass pulse if a ping is less than 1s old
2 Years Ago
If the path is a ring road, don't include both ends as nodes in the possible pathing list. When two path points are in the exact same spot, the Bradley pathing code gets confused and starts propagating NaN through everything, breaking pathing behaviour.
2 Years Ago
More powaa
2 Years Ago
Turn off DDraw lines by default
2 Years Ago
If a spherecast hits a collider inside the initial radius of the spherecast, it says the hit point is at the world origin, which is far from ideal. For Bradley obstacle avoidance, if the hit point is zero, replace it with hit.collider.ClosestPointOnBounds( obstacleRay.origin );