reporust_rebootcancel

125,255 Commits over 4,079 Days - 1.28cph!

Yesterday
merge from fogmethod1
Yesterday
ensure shaders are included
Yesterday
forgotten null check
Yesterday
Cow animation update (walk)
Yesterday
- When staying in cover, try to hold a likely angle the player could come from - Fix scientist sometimes leaving their zone for a cover super far away (when they use the old cover system as fallback) - More navmesh blockers on oilrig small to prevent scientists wasting their time testing destinations inside geo
Yesterday
Fixed issues opening menu
Yesterday
Fix a rare bug where F1 killing would start the 60s kill cooldown, but not actually kill the player. (could happen if the command is entered precisely while entering the incapacitated state)
Yesterday
Missed files
Yesterday
Save us 20 ms when leaving a server. Present in the current game. Split menu enabling/disabling across a few frames with a coroutine. Handling those UI elements is heavy. Throw 'disconnected' toast when leaving a server.
Yesterday
deployable anchor update
Yesterday
More arctic tuning for when the sun is low.
Yesterday
Less fog overflow out of the arctic biome.
Yesterday
Fix connecting to same server multiple times in a row not firing off "OnLobbyGameCreated()" callback
Yesterday
Store, Inventory fixes for floating footer
Yesterday
Remove allocs in flanking state
Yesterday
Make leaving zone during rush more robust
Yesterday
Overcast improvements. Minor SSS tweaks on clear.
Yesterday
merge from print_light_counts -> main
Yesterday
Fix "Print Lights" doing both ddraw and printing light count
Yesterday
merge from main -> print_light_counts
Yesterday
merge from party_system -> main
Yesterday
Fix more spacing issues
Yesterday
merge from jungle_update/spatial-biome-fog/fogmethod1
Yesterday
move and fix home news
Yesterday
Floating Header and Footer, inventory tweaks
Yesterday
Merge from main
Yesterday
subtract 124169 (vclouds/fog)
Yesterday
- Remove nav blockers in small oilrig - Cache zone on spawn - Discard potential destinations out of zone when peeking or taking cover - Don't flank targets out of our zone, or rush them, unless they got injured or an ally asked for help - Add debug visualization for zone checks - When leaving the zone for any reason, scientists should not filter points outside the zone anymore, or they'll be stuck
2 Days Ago
subtract 124170
2 Days Ago
subtract 124178
2 Days Ago
subtract 124192
2 Days Ago
subtract 124209
2 Days Ago
Various improvements to the `debug.lookingat` command - now works on more objects and displays more information.
2 Days Ago
compile fix
2 Days Ago
Pilot Hazmat - WIP helmet model/materials
2 Days Ago
merge from main
2 Days Ago
Floating cities greybox progress
2 Days Ago
Ensure they are both set to off
2 Days Ago
More dumb fixes
2 Days Ago
Adding cow animation exports and clip set up
2 Days Ago
Fixes for the crafted item and new item blur backgrounds
2 Days Ago
Use Application integration instead of my rubbish pipeline for those notifications
2 Days Ago
Inventory Modal
2 Days Ago
Initial setup for new AI zones (zones they don't want to leave unless they have a very good reason like pushing an injured player) This is to avoid all the scientists going on the same floor to fight upon hearing the first shot, instead they should cover the entrances to their floor and only move between floors on special occasions Previously this was done with navmesh blockers, but they prevent the scientists to ever pushing in another floor
2 Days Ago
Fixed NRE when connecting to a server
2 Days Ago
Give the player a notification in the menu if a new rust version has been released on Steam. Pipeline to grab manifest changes with an event.
2 Days Ago
Disabled the CameraAtmosphericScattering component on the Main Camera prefab temporarily to fix visual issues
2 Days Ago
Fix scientists not shooting back when sniped from very very very far away
2 Days Ago
Hook up twitch drop data on the clientside
2 Days Ago
Wire up 'latest changeset' data on the clientside manifest