reporust_rebootcancel

108,630 Commits over 3,867 Days - 1.17cph!

9 Years Ago
Post merge tweaks
9 Years Ago
Merging water2 branch
9 Years Ago
pre-merge cleanup 1
9 Years Ago
added 3rd person animation for when the player is on fire.
9 Years Ago
Merge from main
9 Years Ago
Tweaked ocean shader and material further; custom lighting path for RUST_STD_WATER, avoiding indirect lighting and reflections Added edit-mode placeholder water material; updated water prefab Added quality modes affecting mesh and ocean shader lods Final tweaks in terrain shader water interaction before merging
9 Years Ago
pistol and all the files!
9 Years Ago
Fixed move back to catcher
9 Years Ago
entity pie menu ordered properly drinking direct from catcher
9 Years Ago
missed
9 Years Ago
Water Catcher loot panel wip
9 Years Ago
Updated building block prefabs to use draw call batching
9 Years Ago
Added AssetPool Improved draw call batching
9 Years Ago
Drop into item contents
9 Years Ago
Selected item HUD cleanups
9 Years Ago
Updated barricade.wood to use the generic texture atlas
9 Years Ago
gibs for mining quarry @helk Also adding a missing texture for oiljack
9 Years Ago
Updated quarry bucket collision Added Oiljack gibs
9 Years Ago
Missing parentheses.. Doh
9 Years Ago
First pass at bullet flybys
9 Years Ago
Added selection history editor window Unified itemicon's smaller icon Show contents on vessel item icons
9 Years Ago
ItemDef - maximum draggable amount
9 Years Ago
First version of an optimized custom draw call batching system
9 Years Ago
Item containers can define the max stack size Can define item defs to never drop a world model version
9 Years Ago
Consume contents
9 Years Ago
Oiljack animations and prefab setup
9 Years Ago
Inventory contents contents Item/container contents flags Not Player Usable tag on collider objects - to make it so ent only 'usable' from specific point
9 Years Ago
Added native water simulation solver path; more lightweight threading; updated RustNative binaries Shore wetness blend masking; integrated across relevant standard shaders, controlled by terrain material Added underwater spec occlusion Updated water prefab
9 Years Ago
merge from main
9 Years Ago
removed log
9 Years Ago
Merge from main
9 Years Ago
Fixed deployable guide missing some of the mesh Added deployable distance to Construction component for helk
9 Years Ago
A bunch of new ambient stings
9 Years Ago
portable electrical generator model + materials.
9 Years Ago
Added wolf headdress model, textures, etc.
9 Years Ago
Editor item creation tool
9 Years Ago
Oiljack all files so far
9 Years Ago
Handle server is full properly Shader variant updates
9 Years Ago
Undone shader test
9 Years Ago
Consolidated shoreline wetness into terrain layer and improved material params; edited defaults Fixed issues across multiple water instances; fixed some bugs as well Cleaned up shaders; fixed all remaining water rendering issues, except for SSAO on top of water Added WaterLevel scene
9 Years Ago
merge from main
9 Years Ago
health setup for quarry
9 Years Ago
Shader bundle experiment
9 Years Ago
AF default to off
9 Years Ago
Corpse schoolboy error
9 Years Ago
Extra warning is primaryBody isn't set
9 Years Ago
merge from main
9 Years Ago
Water mesh remake; now simpler and faster; now supports 256x256 resolution for central patch Refectored water renderer; fixed issues with disappearing highlights, fog Added and cleaned up preliminary terrain shoreline wetness from last week Water fog fix from last week, now stable; replaced depth texture in global fog and TOD scattering Refactored threaded simulation
9 Years Ago
Compile error
9 Years Ago
Fixed server NRE in ServerProjectileHit