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134,124 Commits over 4,293 Days - 1.30cph!

5 Years Ago
Removed small fish from fish exchange and increased value of remaining fish
5 Years Ago
Replaced sturgeon with catfish, marked it as hidden and not fishable (waiting on art)
5 Years Ago
Adjusted submarine dismount points
5 Years Ago
Use an opaque material for the bobber preview, the standard preview material doesn't play nicely with water
5 Years Ago
Fix some issues in the critter shader making fish render all weird (probably needs a forked version for things other than the fish though)
5 Years Ago
Fix fishing line positioning if graphics.viewmodelcamera was set to false
5 Years Ago
Fix inverted bool check
5 Years Ago
Don't allow torpedo storage access from outside subs
5 Years Ago
Show bait value on consumable panel
5 Years Ago
Fix submarines always thinking they were just damaged, and thus not being repairable
5 Years Ago
Fixed solo sub headlights not working
5 Years Ago
Depth curve adjustment to darken shallows a bit.
5 Years Ago
Removed water surface plane system for the bubbles, since we have the shader-based culling now. Assigned all solo sub effects.
5 Years Ago
Add renderlabs command to generate a PNG of a specific floor of the underwater labs map
5 Years Ago
Add support for layer-specific map markers
5 Years Ago
Added a new swamp fishing tag, unused for now Tagged the swamps and bandit town water bodies as river/swamp for fishing More bitmask tweaks in FishLookup S2P
5 Years Ago
Exchange update
5 Years Ago
Smarter calculation for initial torpedo movement
5 Years Ago
Removed centre of mass adjustment during climb/dive
5 Years Ago
Greenscreen fishy fish setup for Lewis
5 Years Ago
Merge from save215
5 Years Ago
Extra check for velocity changes
5 Years Ago
Adjusted surface torpedoes again. Fancier maths
5 Years Ago
Make an enum for the map layers
5 Years Ago
Added orange roughy Fixed a bitmask issue when looking at water types Fixed moonpool fishing not calculating water depth properly Fixed fishing in moonpool sometimes picking up the massive ocean collider
5 Years Ago
Shrink the UI
5 Years Ago
Torpedo thrust fx
5 Years Ago
Map layer switcher UI
5 Years Ago
Adjusted surface torpedo behaviour based no more feedback. Torpedoes inheriting sub velocity again, since rising torpedos now start with a low initial velocity and we don't want to end up shooting ourselves
5 Years Ago
Torpedo texturte/mat optimization
5 Years Ago
baseline
5 Years Ago
Nixed particle plane collision not needed with the underwater masking. Forgot to add the headlight to SoloSub
5 Years Ago
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5 Years Ago
Fixed window drop spray on the Duo sub
5 Years Ago
Solosub fx conversion Bubbles2 don't render above water
5 Years Ago
Adjusted rising torpedo behaviour based on feedback
5 Years Ago
Have torpedoes NOT inherit sub velocity, matching behaviour with other projectile weapons in Rust and making them easier to aim
5 Years Ago
updated kitchen asset prefabs and colliders
5 Years Ago
Kitchen dressing assets models and materials and initial textures.
5 Years Ago
Dressing - crew quarters module detail pass
5 Years Ago
shark wip
5 Years Ago
Added more rust to gas canisters
5 Years Ago
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5 Years Ago
Steel gas canister variants
5 Years Ago
Updated the crew cabinets to prefabs inside the modules
5 Years Ago
Shark LODs
5 Years Ago
Merge from submarine branch
5 Years Ago
Crew cabinet texture polish / added emissive to cabinet lights Tweaked the material of the metal bin to make it look better
5 Years Ago
Merge from submarine
5 Years Ago
Ocean ambience blending uses curve instead of simple blend distance