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129,084 Commits over 4,232 Days - 1.27cph!

6 Minutes Ago
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6 Minutes Ago
Gibs
9 Minutes Ago
matrix display preview model added with initial textures to check visibility, added to display prefab
11 Minutes Ago
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15 Minutes Ago
Rust Birthday Balloons - Updated textures with few changes, higher albedo resolution on clumps, updated models shading for wind shader, raised speech bubble balloon to head height
35 Minutes Ago
default ttk values to 1.0
53 Minutes Ago
Added default values for instanced properties when using mesh instancing with particles
1 Hour Ago
String meshes.
1 Hour Ago
got test scene working properly
1 Hour Ago
merge from ice_sculptures/sdf_sculpting
1 Hour Ago
Remove displacement from hull pieces
2 Hours Ago
Disable dynamic occlusion pausing until further fixes because it seems to be enabling static occlusion long before parenting is finalized, causing it to think the static position is 0,0,0
2 Hours Ago
Update: LimitedTurnNavAgent sets npc's position via helper functions - ScientistNPC2 overrides it to optionally map on to the detached navmesh if it's on a ghost ship - LimitedTurnNavAgent uses navmesh positions to calculate steering to waypoint in FaceTarget mode (think it was the original intent anyway) There's a bunch more code that needs to be converted just to be safe with strong waves Tests: spawned ghost ship away from craggy, enabled AI, and ran around to different areas - scientist caught up, were able to shoot me
3 Hours Ago
Texture size opt.
3 Hours Ago
exported latest viewmodel flashlight refresh anims
3 Hours Ago
Mummymask repose
4 Hours Ago
Update: GhostShip spawns navmesh instead of NavMeshSurface - Disabled NavMeshSurface on GhostSHip prefab (will need to do it for the rest later) This stops NavMeshSurface constrantly running add-remove navmesh every server frame. Need to figure out how to tie it to NPCs Tests: visualzied navmesh in editor via gizmos, checked profiler to not see any more NavMeshSurface::UpdateActive calls
4 Hours Ago
Added missing volume changes to stair prefab. Removed the old volume check implementation now it's not used anywhere.
4 Hours Ago
merge from deep_sea
4 Hours Ago
Disable deep sea in the AutomatedTests scene
4 Hours Ago
Restored copypaste snap to zero height option (was lost in the merge)
4 Hours Ago
Fixed more copypaste merge issues
4 Hours Ago
Holster updates for bows and boomerang
4 Hours Ago
Child RendererBatch disabling now handles entities with multiple RendererBatch correctly
5 Hours Ago
tshirt repose
5 Hours Ago
merge from boat_building
5 Hours Ago
merge from new_bbs_volume_checks
5 Hours Ago
5 Hours Ago
Remove debug drawing
6 Hours Ago
Setup bbs required volumes for all relevant boat pieces
6 Hours Ago
Bow animation updates to fix bugs
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Today
Added RequireBoatBuildingVolume. wip, allows fixing of building overlap, and is also a more efficient solution than the previous boat building station volume checks. Setup on initial first few test prefabs.
Today
codegen
Today
merge from gui_sculpting
Today
Triangulated obj mesh
Today
undid some questionable shader changes, need a way to supply a triplanar anchor for sculptures or it pans when rotating them in-gui
Burlap pants repose Male/Female + LODs
Today
RPG 7 - Weapon rack tweaks (missing info in prefab)
Today
codegen
Today
merge from ice_sculptures/gui_sculpting - bit broken still
Today
sculpture item not hidden
Today
Jackhammer animation updates
Today
RPG7 - Weapon rack position fixes
Shorts repose/lods
Fixed censorship not working on female torso
Today
Fix lighting on render scene
Today
Merge from parent
Today
Cassette recorder animation updates
Today
updated minifridge box collider