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106,595 Commits over 3,836 Days - 1.16cph!

1 Year Ago
rope hook model and prefab
1 Year Ago
Pass the players model state as well as flags when evaluating which bone position data to pick Added climbing, ducking and swimming Fixed eye transform missing on new ragdoll, causing death cam to not move with ragdoll Adjusted eye transform slightly so that it doesn't clip through geometry as much (is still clipping a bit, needs some work)
1 Year Ago
Merge from main/shader-improvements/merge/aux2merge/final/final2/final2 (2)/new folder
1 Year Ago
Implemented a fixed offset to the sleeper pose to fix the incorrect rotation. Why do sleepers need this but no other poses do?
1 Year Ago
Removed unused and broken dependencies from RustStandardShaderGUI
1 Year Ago
merge from static props
1 Year Ago
PlayerBonePositionDataEditor inspector - put the button at the top.
1 Year Ago
ferry terminal S2P
1 Year Ago
placed some rope ladders
1 Year Ago
tweaked rope ladder type 1 to blend from a capsule trigger into a box up top so we don't catch players into it when walking overhangs
1 Year Ago
fixed warehouse doors culling too soon
1 Year Ago
merge from main
1 Year Ago
static rope ladders set - models and prefabs
1 Year Ago
Unsaved
1 Year Ago
Anim import preset
1 Year Ago
Rig backup
1 Year Ago
Hazmat suit skeleton prefabs + variants + menu lists
1 Year Ago
1 Year Ago
Fixed ragdoll incorrect orientation on death on server. Use eye.bodyRotation for the ragdoll spawn instead of transform.rotation.
1 Year Ago
'No sunlight' and 'underwater lab' environment volume prefabs
1 Year Ago
Setup placement guide meshses
1 Year Ago
Fixed materials
1 Year Ago
merge from main
1 Year Ago
Merge from main
1 Year Ago
Forgot to assign skin when sending global entity to client
1 Year Ago
Use transform.position when updating train position, instead of rigidbody.position or rigidbody.MovePosition. I discovered only transform.position correctly moves parented rigidbodies (like ragdolls) along with the train as if they're in local space. THIS FIXES RAGDOLLS FLYING OFF.
1 Year Ago
Merge Main -> PhysicsLayerRevamp
1 Year Ago
More tug things
1 Year Ago
Merge from save239
1 Year Ago
My collider changes messed with the scrap heli inertia tensor. Manually set it to the old, known-good values.
1 Year Ago
Further cleanup of scrap heli
1 Year Ago
Forgot to save the latest prefab
1 Year Ago
Rebuilt the collision setup for the scrap heli, using all convex colliders. This allows ragdolls and items to collide with all parts of the mesh. Made a few new convex mesh colliders to help build it.
1 Year Ago
Fixed normal renderers not actually being disabled (broke after moving disabling to PreProcess)
1 Year Ago
Progress
1 Year Ago
Added 2 revisions to the gun racks. Large Horizontal and Large Tall - still need to tweak the textures ever so slightly - updated corresponding deployables for testing
1 Year Ago
Add ability to disable instanced rendering for a prefab via InstancedMeshFilter
1 Year Ago
Exterior lighting & exhaust WIP
1 Year Ago
Renamed InstancedRenderComponent to InstancedMeshFilter Material & prefab changes after enabling GPU instancing / using InstancedMeshFilter
1 Year Ago
v_ & w_ diver assault rifle fbx file updates world model now has reduced lod chain, starting from the original LOD2 which is now acting as LOD0
1 Year Ago
Tweaks to make the chain look less floaty Add support for rotation constraints to FP.BurstCloth
1 Year Ago
merge from shader-improvements/merge/aux2merge/ merge hell
1 Year Ago
merge from aux2
1 Year Ago
Throw error instead of auto enabling GPU instancing (incase they don't spawn prefab while in editor and miss it)
1 Year Ago
Multiple materials will work with indirect rendering too Don't global network doors by default Send global network when entity is first spawned Automatically enable GPU instancing on materials when used with instanced rendering
1 Year Ago
diver ak setup
1 Year Ago
Volumes & lighting WIP
1 Year Ago
Tug water interactions
1 Year Ago
merge from main
1 Year Ago
Merge from water5_final