reporust_rebootcancel

145,544 Commits over 4,444 Days - 1.36cph!

10 Months Ago
Sculpts
10 Months Ago
merge from main
10 Months Ago
relax wall cabinet placement, able to place 2 side by side with ease in a 1x1
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for slow metabolism and slow hostile timer accumulation on drawn weapon Tests: compared healing rates of large medkit between UsePlayerUpdateJobs 0 and 2
10 Months Ago
Merge: from main
10 Months Ago
Bugfix: UsePlayerUpdateJobs 1/2 - fix metabolism being slow - Fixed by using correct delta times - use tick time length instead of deltaTime (as we accumulate deltaTime until we have a whole tick's worth, then step tick's duration) - Also fixed marking player hostile if weapon drawn for long enough - same fix as above Noticed same issue with another bit of code, but this one's wrong in vanilla flow as well - so leaving it as is till later. Tests: compared rate of healing with log.level Combat 2 after using large medkit on UsePlayerUpdateJobs 0 and 2
10 Months Ago
Fix Invisible fire around Bradley APC debris, also fixes related entities.
10 Months Ago
added missing rhib buttons
10 Months Ago
Add mannequin image to general store and page
10 Months Ago
Added dials to control panel on rhib crane
10 Months Ago
rhib crane lods and prefab
10 Months Ago
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
10 Months Ago
Merge from parent
10 Months Ago
Hazmat suit despawn rarity set
10 Months Ago
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
10 Months Ago
Scene cleanup / medical barge prefab
10 Months Ago
Revert change to calculating distance on MissionPoint
10 Months Ago
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
10 Months Ago
Add method to calculate remaining path length
10 Months Ago
Revert bad file change from merge
10 Months Ago
tweaked lod distances on clothing mannequin to cull sooner
10 Months Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
10 Months Ago
Merge from mission_create_streamlining
10 Months Ago
- Various small misc changes to working with missions in editor - Fixes for Activate Sensor mission - Adds ShowIf attribute to contextually hide fields in the inspector
10 Months Ago
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10 Months Ago
merge from decor_lighting_dlc
10 Months Ago
Clean: extra "can kick" annotation Tests: none, trivial change
10 Months Ago
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
10 Months Ago
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
10 Months Ago
fluorescent wall light no longer a skin of the ceiling light
10 Months Ago
re-exporting 3p boomerang anim to fix shoulder issue
10 Months Ago
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
10 Months Ago
Pickup toast message keys now correctly display when using DebugLanguage 1
10 Months Ago
merge from dunes_barricade_fix2
10 Months Ago
merge from scrap_heli_gibs_fix_2
10 Months Ago
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
10 Months Ago
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Rin
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
Patrol helicopter gibs
10 Months Ago
Fix scrap hei gibs read/write after they were reverted by a previous change
10 Months Ago
Apply 129057 on new branch
10 Months Ago
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10 Months Ago
merge from decor_lighting_dlc
10 Months Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
10 Months Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
10 Months Ago
merge from deep_sea/islands
10 Months Ago
Code cleanup
10 Months Ago
Scene backup. Editor script fix.
10 Months Ago
Set ghost ship as deep sea global networked