reporust_rebootcancel

110,876 Commits over 3,897 Days - 1.19cph!

9 Days Ago
Merge from qol_scope_zoom_toast -> main
9 Days Ago
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9 Days Ago
Updated knight armour 4k textures
9 Days Ago
exported 3p shield anims correctly and turned 'write defaults' back on for the metal shield idle in player animation controller
9 Days Ago
Fix scientist corpse prefab ID not being updated after folder move
9 Days Ago
replaced greybox volumes with the wip floor kit in ruins
9 Days Ago
merge from xmas2024
9 Days Ago
Codegen
9 Days Ago
Codegen
9 Days Ago
Merge from primitive
9 Days Ago
Merge from main
9 Days Ago
ice sculpture sound import settings
9 Days Ago
ice sculpture sounds
9 Days Ago
Fixed priority of block impact anims so they don't go via the idle state
9 Days Ago
Fixed left hand driven camera animation not working when shields are active
9 Days Ago
Split "Save Backpack Holster" option on HeldEntity inspector into two options, "Save Scene Position as Holster" and "Save Scene Position as Backpack Holster" Added a "Save Holster Info to Prefab" button that copies the current holster values to the prefab asset Don't show any of these options on Held entities if they are not in the scene (they would have failed anyway)
9 Days Ago
Merge from primitive
9 Days Ago
Adjust shield holstered positions Removed some placeholder anims
9 Days Ago
Disable write defaults on shield idle
9 Days Ago
Merge from main
9 Days Ago
Fixed car shredder in the junkyard using a borked shadow proxy. Junkyard S2P
9 Days Ago
Maybe fix for miner hat issue, not sure. Couldn't reproduce it.
9 Days Ago
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9 Days Ago
- only regenerate previous/target weather textures if the states change - do moon lighting - add convar to force a cloud config - other shader adjustments
9 Days Ago
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9 Days Ago
Merge from /deluxe_christmas_lights_emission/xmas_light_uncrappification/ (MeshLOD removal.)
9 Days Ago
Just run the LOD0 mesh instead of LODMesh scripting every instance -- to test incompatibility. Probably wasn't even worth the CPU overhead anyway.
9 Days Ago
added worldmodel prefabs for the knight armour, added knight armour viewmodel prefab
9 Days Ago
updated battering ram anim, new states in animator, more build up in attack anim
9 Days Ago
Make scientists reposition when they realize they are flanked
9 Days Ago
Update: borked linux ServerProfiler.Core It gets loaded, but fails to find an entry point, so it just falls over. I'll continue tomorrow. Tests: built a standalone linux server and tried launching in via WSL - my profiler script throws an exception
10 Days Ago
Fix covers not facing the right way when converted from a prefab local space to world space
10 Days Ago
When waiting in cover, scientist face the side they think you'll come from instead of facing the wall This also helps sneaking up on them when flanking from the opposite side
10 Days Ago
merge from xmas2024 109423 (Pre xmas lighting change)
10 Days Ago
Fixed ServerGib editor NRE
10 Days Ago
Better error message when RustTextFixture.SpawnEntity failed
10 Days Ago
Fixed FindPrefabPathsByLabel NRE
10 Days Ago
Added BaseCombatEntity tests, spawn and kill every BaseCombatEntity prefabs in the project
10 Days Ago
Updated knight armour textures, materials and meshes, updated skinning. added male and female helmet.
10 Days Ago
Only show zoom toast after they hold ADS down for 3 seconds
10 Days Ago
Change toast cooldown from 15m -> 5m
10 Days Ago
Add toast to variable zoom scope - will prompt you on hotkeys to zoom up and down - will stop showing once you click the button 5x
10 Days Ago
merge from main
10 Days Ago
Codegen Tests
10 Days Ago
Battering ram audio minor change
10 Days Ago
merge from fix_telephone_grid -> main
10 Days Ago
Fix telephone using the numbered grid instead of letter grid
10 Days Ago
merge from main
10 Days Ago
Update: ServerProfiler.Core separates platform specific code Required for Linux support - still figuring out how to organize msbuild projects Tests: took spanshot in Editor's Craggy, and did a couple start-stops of playing to ensure no errors
10 Days Ago
Fixed methods being renamed OnDiedByPlayer