130,912 Commits over 4,232 Days - 1.29cph!

2 Years Ago
Fixed portacabin materials
2 Years Ago
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2 Years Ago
Terrain blending now working with Mesh terrain type (e.g. cliff); fully automatic for now but requires MeshTerrainRoot script on hierarchy
2 Years Ago
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2 Years Ago
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2 Years Ago
more wip placeholder UI and sweetspot detection
2 Years Ago
Added AutoCliffSplat and AutoCliffTopology parameters to monuments that can be used to opt out of the auto cliff generation
2 Years Ago
Subtracting 87935
2 Years Ago
Fixed ProceduralMapRailSimple using a tiny world size
2 Years Ago
train_tunnel_double_entrance_b implementation
2 Years Ago
Hunting trophy compile fix when neither server nor client
2 Years Ago
Fixed rail network link missing from underground map
2 Years Ago
Added new rail entrance variant to cover higher terrain (fixes missing rail entrance on certain seeds)
2 Years Ago
Fixed weird circular / tight rail generation around rail entrances
2 Years Ago
Detection point and debug gizmos.
2 Years Ago
Cleaned up sethealth, setradiation and setwater methods. Allowed access to server admins. Swapped to debug rather than player.
2 Years Ago
Compile fix.
2 Years Ago
Swapped PlayerMetabolism override to only be on the server.
2 Years Ago
Sweetspot detection wip
2 Years Ago
Swapped to using DDraw for frustum rendering.
2 Years Ago
2 Years Ago
Nuked "Rust/Standard Mesh Terrain" and transferred functionality to "Rust/Standard Terrain" controlled via Terrain Type drop down
2 Years Ago
Serialization
2 Years Ago
merge from base_decor_DLC
2 Years Ago
network++
2 Years Ago
merge from base_decor_DLC
2 Years Ago
UI merge fix
2 Years Ago
merge from main
2 Years Ago
Placement improvements, tutorial should now be mostly completable with new mesh
2 Years Ago
Main camera mask edit to include the new layer
2 Years Ago
Additional physics matrix collision setup. Also allow physics debris to collide with ragdolls.
2 Years Ago
Moved all non-bush content off the Bush physics layer. New "Physics Debris" physics layer used for world items and other physics-based debris (e.g. collectable keycards). This new layer collides with vehicles (but not players).
2 Years Ago
Save the baked foliage into a special mesh that just stores data. Just baking the generated meshes to disk would take up about 250mb of memory in meshes, saving the positions straight into a serialized asset was tanking editor performance, so the positions of each foliage piece are saved as vertices in a data mesh Load the foliage on the client when loading into the tutorial
2 Years Ago
Replicate shadow casting and layers
2 Years Ago
Exposed parameter didn't save? Try again
2 Years Ago
Match compressor on all audio mixer snapshots
2 Years Ago
Make sure compression var is saved
2 Years Ago
Switched again to -6 and -12
2 Years Ago
Reduced threshold settings slightly after testing to -6.5 or -13
2 Years Ago
New game menu audio option for dynamic range compression. Default is None. Can also select Low (-7.5dB threshold) or High (-15dB threshold)
2 Years Ago
Un-bypass the master buss audio compressor, but with 0db threshold by default. Set attack to minimum (10ms) and release to a smooth 600ms so we don't pump too much on gunshots.
2 Years Ago
Add missing TagManager layer name change
2 Years Ago
Added ability to load saved foliage
2 Years Ago
Changed all bush colliders to triggers
2 Years Ago
Test map edit again
2 Years Ago
Renamed Debris layer to Bush. A few random things remain using the layer that aren't bushes - they will be reassigned soon. Bush layer no longer collides with anything in the physics matrix.
2 Years Ago
Copy splat settings to material
2 Years Ago
Poster prefab cleanup
2 Years Ago
Test map stuff for testing. Vehicles, keycard.
2 Years Ago
Moved a couple of world models from Debris to the Default layer (the layer is always set via whatever layer is set on generic_world.prefab anyway - usually world models use Default on their own prefab in the meantime).