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126,660 Commits over 4,109 Days - 1.28cph!

2 Years Ago
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2 Years Ago
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2 Years Ago
Added more clearance to the underground stations to fit in all train module types
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Add debug to figure out why trees are not showing as billboards
2 Years Ago
Only scale preculling data by 50% over 32MB and fix it overwriting data (plan to put in a new allocation system later, for now it's maybe 100MB wasted ram)
2 Years Ago
exported oiljack arm fbx to get the looping idle animation looping nicely after editing it in maya
2 Years Ago
Fix ConstructionPlaceholder not being removed from building blocks
2 Years Ago
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2 Years Ago
Expand the render computebuffer in 2MB increments separately from the culling array expanding
2 Years Ago
attack heli turret gibs prefab update
2 Years Ago
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2 Years Ago
setup pumpjack static prefab with correct engine collision for the engine switch and correct aniamted belt settings. also the olijack arm animtor now set up so the pumpjack can be stopped/started quickly
2 Years Ago
Don't spawn the ferry schedule entity at the ferry terminal unless nexus is enabled
2 Years Ago
Call UpdateNetworkGroup on entities when spawning them after a transfer to match previous change to SaveRestore.Load
2 Years Ago
Implement compacting array of meshes when expanding but it still sucks
2 Years Ago
Merge from main
2 Years Ago
Merge from hackweek-chat-emoji
2 Years Ago
Fixed emoji's deleting themselves if the character limit of the input field was 0
2 Years Ago
attack heli turret model lods and helper setup (parts rotate properly and can be controlled by code) updated heli prefab (hid the previous turret model)
2 Years Ago
Added "teleporteveryone2me" command
2 Years Ago
merge from main
2 Years Ago
"Add Parent GameObject" now supports multiple objects. Added warnings if part of prefab hierachy. Preserves previous single object behaviour for single object selections.
2 Years Ago
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2 Years Ago
Merge from main
2 Years Ago
Merge from hackweek-chat-emoji
2 Years Ago
Cleanup Emoji gallery will now respect the maximum character limit of the input field it's attached to
2 Years Ago
Finally fixed caret position on input fields not being properly set to end of string when selecting an emoji via the gallery
2 Years Ago
Emoji compatible Input fields will now remove the greyed out text if the input field does not have focus Fixed a pooling issue with the emoji gallery on the vending admin panel
2 Years Ago
Decrease opacity of emoji autocomplete box in the chat window
2 Years Ago
Add a custom inspector for TmProEmojiInputField to avoid having to use debug mode Added a new RustInput.Normal.Emoji control, same as regular input field but with emoji support
2 Years Ago
Added emoji support for clan motd and member notes (has a few issues, might make some changes on the emoji branch)
2 Years Ago
Merge global_networked_bases -> aux2
2 Years Ago
Add "remove instancing" menu option to remove instanced rendering from prefabs Remove instanced rendering from TC (DeferredMeshDecal)
2 Years Ago
Merge from main
2 Years Ago
Merge from hackweek-chat-emoji
2 Years Ago
Allow emoji's in the pre colon portion of the string when using add2
2 Years Ago
Renamed :torch: to :light:
2 Years Ago
Fix autocomplete NRE when highlighting an option and updating the text input
2 Years Ago
:sunglasses: is now :cool: to prevent clash with existing sunglasses item Some asset renames
2 Years Ago
Update dance emoji, 37% more style Added :scientist: emoji
2 Years Ago
Merge from worldmodelupdates -> worldmodels Code support for different dropped item models based on stack size
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Fix instanced entities (wooden boxes) that only show inside network range not showing after server restart
2 Years Ago
Enable instancing for locker & TC
2 Years Ago
Don't bother storing Rust+ info in nexus if Rust+ is disabled
2 Years Ago
Network++ up to 2500 to avoid conflicts on aux2
2 Years Ago
Garage door uses normal rendering in network range
2 Years Ago
Implement disposing / cleanup of instanced rendering when leaving server ConVar.Mesh.quality will scale instanced rendering LODs too
2 Years Ago
Slow burning atlas. Converted all to TGA because f that PNG alpha noise.