reporust_rebootcancel

126,618 Commits over 4,109 Days - 1.28cph!

2 Months Ago
CanSeeWallpaperSocket is now using alternative LOS checks Fixes some issues when trying to pickup and reskin wallpapers
2 Months Ago
Use terrain normal map instead of deriving from the height map for better quality on steep edges, more accurate grass distance based cell count calculation
2 Months Ago
Recompute cells when texture mipmap limit is changed, fix underwater foliage by calculating min max heights in cells, and improve debug view.
2 Months Ago
█▋ ▋█▋: `▍█▍▍█▆▄.▅▉▊▊▄_▇▍▄▍▄▄▅` ▍▄▌▍▉▇▆, ▅▋▌▅█▊ ▇▊▍█▇▆▋ ▌▋▌▇▆▆▍ ▉▍ ▋▇▇▊▊▉▊.▅██▊▆, ▅▇▆▇▆ ▄▋▋▍▊▊▌▆ ▆▅▅█▋ ▇▇▊▆▍█▌▋. ▄▋▍▌▍▌ ▉█▋ ▇▉▄▄▅▅▌ ▍▄▋██▇ ▇█▊▋▅▆▊▌▇.
2 Months Ago
merge from main
2 Months Ago
merge from networkcache_ownerid_fix
2 Months Ago
By default, entities won't use the network cache when networking their owner info - Fixes drone owners not being able to set their ID - Fixes signs being inaccessible to their owner when locked
2 Months Ago
flaregun blockout
2 Months Ago
Rotation easing + fixes
2 Months Ago
revert accidental change
2 Months Ago
Update: Merging asset loading flows together - still editor only + debug code to early out - still slow (there's a number of issues left to resolve) Discovered that mixing Sync + Async loads causes an integration queue flush(big stall for us). This'll be a tricky problem to address, since SoundDefinition (and I presume others) load assets as part of OnValidate Tests: procgen in editor
2 Months Ago
- randomize weather noise offsets for variety - respect render scale/dlss scaling - sun and ambient improvements
2 Months Ago
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)
2 Months Ago
RustCraft
2 Months Ago
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
2 Months Ago
Update: hooking up gameobject spawning to async load logic - Contains a bunch of testing code used for profiling, will clean up in next update Needs a bit of rework to ensure both the orignal flow and new flow can work together. Tests: ran procgen
2 Months Ago
Bugfix: fix out of bounds access during prefab shuffling Tests: ran procgen, no exceptions
2 Months Ago
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts
2 Months Ago
Phrases
2 Months Ago
Added some moving 3D perlin-worley noise to break up the light beams slightly
2 Months Ago
proj matrix fixup, fix weather map noise tiling, more cleanup
2 Months Ago
merge from hackweek_fps_logging
2 Months Ago
Merge from hackweek_fps_logging
2 Months Ago
Can now log client FPS to a file using fps.startlogging. Use fps.stoplogging to stop the logging, it will logged into a file.
2 Months Ago
Inventory redesign
2 Months Ago
Update: implement missing logic for both GatherAssets and Process - GatherAssets now respects all relevant settings and sorts paths - implemented Process that works on a batch of objects Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
2 Months Ago
Update: exposing prefab preprocesing from GameManager Tests: none, simple change
2 Months Ago
Update: List and Array Shuffle range overloads Tests: none, trivial code
2 Months Ago
Perm Store design
2 Months Ago
Weekly skins tab new design
2 Months Ago
Added better light scattering for the volumetric god rays
2 Months Ago
Boleadoras - Initial engine setup as a modified combat knife, with working ragdoll hit effect on players and placeholder models for viewmodel, worldmodel, entity and projectile (and it spins properly!). Updated manifest
2 Months Ago
material changes to dog kennel
2 Months Ago
Optim: replace prefab search logic with editor manifest lookups - commented out a bunch of code for quicker iteration, wil lrevert later - doesn't account for monument duplication/probability Significantly faster because we don't load any assets in the process - goes from 30s+ down to 15ms Test: tried to procgen default editor map
2 Months Ago
Update: Sort editor manifest by path Allows to do faster lookups Tests: ran in the editor
2 Months Ago
turned emissive off on miner hat material so its not always on on world model
2 Months Ago
Re-applied Planner.Server changes
2 Months Ago
merge from main
2 Months Ago
merge from debug_draw_fixes
2 Months Ago
merge from miner_hat_metal_to_specular
2 Months Ago
merge from /f1grenade_standard_to_specular_fix
2 Months Ago
merge from large_wood_box_floor/large_wood_box_floor
2 Months Ago
▄▍▄▅▅ ▅▅▇▍ ▊▊▌██▍▅▄▅_▋▋▅▅▇▌_▍▍▅▋▅
2 Months Ago
merge from crossbow_workshop_duplicate
2 Months Ago
merge from computer_station_chat
2 Months Ago
merge from rock_formation_fix
2 Months Ago
merge from building_los_fix
2 Months Ago
alternativeLOSChecks_enabled true by default
2 Months Ago
test commit, who dis? - it's pedro. and this is a dog kennel. oof oof
2 Months Ago
merge from building_los_fix