reporust_rebootcancel

155,940 Commits over 4,566 Days - 1.42cph!

7 Years Ago
Potentially fixed LootContainer.OnKilled stats NRE (only occurs when a container is killed via a DestroyOnGroundMissing component)
7 Years Ago
Fixed power plant puzzle bypass PP S2P Removed redundant prevent movement volumes (PP)
7 Years Ago
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7 Years Ago
Small oilrig S2P Small oilrig hackable crate now behind red keycard
7 Years Ago
[D11] Ambient light. Fixing the compilation error.
7 Years Ago
Large oilrig hackable crate now behind red keycard Removed all keycard spawners from large oilrig
7 Years Ago
[D11] Ambient light. Fixing the compilation error.
7 Years Ago
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7 Years Ago
Fixed NREs on foliage v3
7 Years Ago
Fixed script NREs on scenes without terrain
7 Years Ago
Fixed water treatment plant puzzle bypass Removed redundant prevent movement volumes (WT) WT S2P
7 Years Ago
[D11] - Removing read/write from weapon texture maps
7 Years Ago
Added and tweaked Launch Site SAM positions LS S2P
7 Years Ago
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7 Years Ago
Static Sam site can only now be damaged by projectiles and explosives added SamStatic protection
7 Years Ago
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7 Years Ago
Fixed bypassing trainyard puzzle Removed redundant prevent movement volume trainyard S2P
7 Years Ago
[D11] - Fix for bug 3961 - Guns and Tools looking different to Steam.
7 Years Ago
[D11] [#1605][#3344] Ambient light in buildings and underground tunnels. 1. Setting the shadow color to black on the main light source: Scene setup.prefab -> Light -> Shadows -> Tint -> black 2. Using the existing ambientLightMultiplier to scale the Sky Volume exposure when inside the buildings: RustSkyGradient.cs. Forgot to reuse the WaitForSeconds object.
7 Years Ago
Lowered optimal water saturation amount for planter boxes. Moved optimal value to a server convar (optimalPlanterQualitySaturation)
7 Years Ago
Make smart switch and alarm not craftable or researchable
7 Years Ago
Clamp SLOD distances to world grid spawn distance
7 Years Ago
[D11] [#1605][#3344] Ambient light in buildings and underground tunnels. 1. Setting the shadow color to black on the main light source: Scene setup.prefab -> Light -> Shadows -> Tint -> black 2. Using the existing ambientLightMultiplier to scale the Sky Volume exposure when inside the buildings: RustSkyGradient.cs
7 Years Ago
Merge from main
7 Years Ago
merge from farming2
7 Years Ago
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Long overdue cleanup of building parts folder - removing unused files
7 Years Ago
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7 Years Ago
pivot alignment fix
7 Years Ago
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[D11] More visibility tweaks
7 Years Ago
[D11] More visibility tweaks
7 Years Ago
Added sprinklerRadius and sprinklerEyeHeightOffset server convars
7 Years Ago
[D11] [UI] Fixed localisation for bandit town.
7 Years Ago
[D11] Added missing ref on flamethrower
7 Years Ago
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7 Years Ago
Codegen
7 Years Ago
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7 Years Ago
Fixed FPS lock UI toggle
7 Years Ago
Light values
7 Years Ago
Added ceilingLightGrowableRange and ceilingLightHeightOffset server convars
7 Years Ago
merge from main
7 Years Ago
Merge from main
7 Years Ago
fixed wonky structural look on the taller ramps (twig/wood)