reporust_rebootcancel

139,806 Commits over 4,383 Days - 1.33cph!

2 Days Ago
Akin pass for scarecrow outfit
2 Days Ago
Fix rotation treating navspace as worldspace in move()
2 Days Ago
*Fix nav sample not respecting parent navmesh transform for fallback physics query *Start abstracting space transforms so only the agent worries about the spaces, not the fsm, less boilerplate and hopefully less room for mistakes
2 Days Ago
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2 Days Ago
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2 Days Ago
Converted the min and max framerate settings for cached shadows to convars as they shouldn't be set per light
2 Days Ago
setup 3p/world model anims for crossbow bowless weapon
2 Days Ago
Fix workbench inventory eating scrap
2 Days Ago
Prefix all logs so it's clear which one come from unity navmesh and from the new navmesh
2 Days Ago
Merge from new_achievements_apr26
2 Days Ago
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)
2 Days Ago
merge from main
2 Days Ago
Fixed baked AO in painted trims due to new option added
2 Days Ago
merge from split_dump_command
2 Days Ago
Add IK hand blending to mortar reload anim, fix shell not being visible during loading(still needs offset/rotation adjustment)
2 Days Ago
Remove unused vars
2 Days Ago
Merge from main
2 Days Ago
Cherry Picked 148132 (Added an Apply Vertex Alpha setting to the detail layer of the standard shader)
2 Days Ago
Merge from standard_shader_detail_vertex_color_tint
2 Days Ago
Added an Apply Vertex Alpha setting to the detail layer of the standard shader
2 Days Ago
fixed typo
2 Days Ago
Added fresnel to neon signs emissive mat. Fixed normals on SHOP neon sign. Added baked AO functionality to plywood mat. AO test bake on kiosk D.
2 Days Ago
Fix animation jitter and uneven load animation speed
2 Days Ago
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
2 Days Ago
Merge from command_alloc
2 Days Ago
Tidy up workbench vital upgrade icon display. Still looks a bit shit until we get real icons with propper centering, but it's setup for them now.
3 Days Ago
Cherry pick 148120 (perf.playermodel fix)
3 Days Ago
merge from perf.playermodel_fix
3 Days Ago
merge from main
3 Days Ago
merge from main
3 Days Ago
merge from main
3 Days Ago
fixed perf.playermodel scene
3 Days Ago
merge from main
3 Days Ago
Cherry Picked 148115 (Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material)
3 Days Ago
merge from main
3 Days Ago
Merge from standard_shader_detail_vertex_color_tint
3 Days Ago
Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material
3 Days Ago
Skinning pass for small backpack
3 Days Ago
Merge from main
3 Days Ago
Fixing skinning for bowless crossbow world model
3 Days Ago
Refactor can't afford overlay to match/align with regular unlock can't afford display. Bunch of prototype UI code cleanup.
3 Days Ago
merge from wakeaiz_optim
3 Days Ago
added additional filter to Any grid query, lets you set an ignore filter for contents that you never care about and can consider the region "empty" for - as well as the usual filter based on gameplay spec (finer distance, player state, etc.) - lets us sleep the WakeAIZ properly while still allowing early-exit on the first found filter-matching player
3 Days Ago
Add can't afford overlay panel to prototype button, toggle as needed.
3 Days Ago
Show FAILED overlay on prototype button for 3 seconds on failure. Codegen.
3 Days Ago
merge from main
3 Days Ago
Industrial Storage - blockouts and initial prefab configuration
3 Days Ago
Hook up prototype failed overlay
3 Days Ago
corrected empty grid logic
3 Days Ago
Restore water wheel reference to its sounds to fix NRE spam