reporust_rebootcancel

139,867 Commits over 4,505 Days - 1.29cph!

52 Minutes Ago
optimised wooden storage box - LOD0 now under the batching vertex cap with no changes to skins LOD0 999 verts, was 1,391 so it never batched inside 10m the whole chain LOD0-3 now batches, around 30 to a draw call per band
1 Hour Ago
Added the missing night light renderer feature to the DefaultRustRenderer asset
1 Hour Ago
merge from glass_ar
1 Hour Ago
merge from main
1 Hour Ago
Crystal AR - updated item names & descriptions, tweaked sapphire material
1 Hour Ago
Fixed the ambient lighting on view model objects being incorrect when looking at the sun
1 Hour Ago
Bugfix: fix loading prefabs from asset bundles via nested components Tests: booted in bundle editor, was able to click on shop UI
1 Hour Ago
Undo: pulling in originals is unnecessary atm Not doing it avoids accidentally pulling in unexpected prefabs that can be used outside the dynamic bundle Tests: none
1 Hour Ago
Industrial crafter doesnt need to be started again after a power loss
2 Hours Ago
Cherry Picked 162328 (Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer)
2 Hours Ago
Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer
2 Hours Ago
optimised small stash and gave it a world model removed the fraying geometry that carried a second material on LOD0/LOD1 tht was never displayed anyway. submeshes LOD0/LOD1 2 > 1 now both draw in one call instead of two converted to MeshLOD - also removed a duplicate Model component that had been sat on the root since 2019 new small_stash.worldmodel so you can see what you're dropping instead of burlap sack. LOD0 is cheaper than burlap sack. Updated MissionStash, DynamicMissionStash and LogStash which embeded the same meshes and still had the old 2-slot material array against a now 1-submesh mesh. converted those to MeshLOD as well
2 Hours Ago
Gamepad cursor can be resized. Added UI slider to gamepad options
3 Hours Ago
Create a nicer cursor in code for now. Change colour on hover state.
3 Hours Ago
Refactor my quick merge fix
3 Hours Ago
Merge from main, including fixes
4 Hours Ago
Merge from playerboat_decay_fix
4 Hours Ago
merge from main
4 Hours Ago
merge from main
4 Hours Ago
Thread safe saving, also gate it beind forDisk while I'm at it.
4 Hours Ago
Restored infiniteIoPower convar
4 Hours Ago
Changed conveyor tests to use IO2
4 Hours Ago
Restored fluid splitter
4 Hours Ago
Merge from main
4 Hours Ago
Updated w_uzi to remove error
4 Hours Ago
Merge from main
4 Hours Ago
Converted the electricity part of all industrial items
Rin
4 Hours Ago
merge from save288 - Staging wipe!
Rin
4 Hours Ago
network++ save++ persistance++
5 Hours Ago
Drain fixes
Rin
6 Hours Ago
merge from monument_blockers_fixes
Rin
6 Hours Ago
S2P all blocker monuments
Rin
6 Hours Ago
merge from main
6 Hours Ago
Merge from hlod_improvements_aug_26
Rin
6 Hours Ago
Increase decay grade period to 24 hours for all monument blockers Monument blockers can no longer take fire damage
6 Hours Ago
More than doubled the speed of the MeshTrimmer stage of HLOD generation Only readback the texture once, not per ray Neighbouring tris now start with the successful ray of the previous triangle as that's likely to be valid Do the dot product check before the ray, halves the number of rays Removed a bunch of allocations (it's editor code, but still useful) Full S2p with HLODs: Launch Site 9:33 -> 2:18 Water Treatment -> 2:23 -> 0:51 S2P Launch site
Rin
Today
merge from ArrowIcons
Rin
Today
Rerendered Arrow Icons
Today
Fixed previous HLODBounds BiomeVIsual changes accidentally including LOD components in a HLOD mesh that were outside of the range of the bounds Only really an issue at launch site as it's the only monument where we run 2 HLODs, all other monuments use 1
Today
Merge from main
Today
Fix compile errors
Today
Fix a 4 year old bug: being able to move items into the output of a furnace by splitting them into the output slots - the reason I avoided it was you have to modify all the ItemFilter methods in the project and add a BasePlayer parameter - this allows us to block the player moving items into the output of the furnace but keep the furnace able to move cooked items into it's output
Today
Fix items that are both cookable and compostable (meat) using the lesser of the two times for composting instead of the correct time for each
Today
Fix the composter showing "Furnace" in the loot panel title instead of "Composter"
Today
Don't show the icon as burning when it's inside the composter
Today
Fix item creation loop running for 0 amount (due to chance of creating fertilizer) so early exit if chance fails
Today
Increase the smelt speed of the composter so it behaves the same as before when you were splitting stacks (same as furnaces were back in the day)
Today
Fix composter set to only accept food from old prefab / item filter setup
Today
Fix items that are compostable but don't produce any compost being allowed in the compost (because ItemModCompostable is used for bait value)
Today
Fix the loot panel for the composter not working the editor - OnValidate() was overwriting the offset of the inventory panel