branchrust_reboot/maincancel

30,775 Commits over 3,867 Days - 0.33cph!

9 Years Ago
Wooden Ladder item
9 Years Ago
Lets treat prefab/asset/unity files as binary - because merging them should never happen
9 Years Ago
Ladder trigger Ladder movement PlayerMovement dev scene Serverside held entities properly hidden in editor
9 Years Ago
Skipping FixAtlasMipLevels in D3D11; UpdateExternalTexture bug was disabling bilinear filtering permanently
9 Years Ago
Deleted some SE plugin inspector terribleness
9 Years Ago
Don't force-initialize LOD grid when refreshed
9 Years Ago
Added object quality slider to F2 menu
9 Years Ago
Mushrooms no longer collide with player movement
9 Years Ago
Removed deprecated inspector variable from spawn population
9 Years Ago
Keep track of spawned densities in spawn handler Prevent any densities higher than 2 * population target density
9 Years Ago
Converted hand placed Hapis Island rocks to LOD grid
9 Years Ago
Updated shader variants Added Powerline pole LOD Fixed littery sleepers
9 Years Ago
fuck! forgot to check in some shit.. fuckity fuck the horse i rode in on..
9 Years Ago
fixed the weird Super Mario Bros foot sliding of the player when he came to a stop. The player's feet now stop much quicker. Added multi-directional jumping animations.
9 Years Ago
fixed bug where if you walked closer to an animal for the first ttime, it would appear to be running in place like it's ass was on fire.
9 Years Ago
lowered the playback rate for some of the player animations as some people have commented that the player runs like he's on crack
9 Years Ago
Added some clothing world models
9 Years Ago
Fixed skinning issues on jacket_mid. Updated LOD3 on snow_jacket to be lower poly count. Added "_new" prefabs for snow and mid jackets to address skinning issues with old prefabs.
9 Years Ago
Make new animal footsteps more distinct
9 Years Ago
Fix for rust blend layer spec shader
9 Years Ago
Added uv scroll to rust standard and blendlayer shaders Added metallic path to relevant standard layers Added metallic version of rust standard shader
9 Years Ago
Updated SpeedTree shaders to 5.1.0f1
9 Years Ago
Fixed chat not showing
9 Years Ago
Fixed NREs
9 Years Ago
Updating error logger urls for 5.1
9 Years Ago
fixed some minor issues with the 3rd person pistol animations; added a jumping animation for when the player is running backwards and does a jump
9 Years Ago
Added integer versions of Vector2 and Vector3 Added WorldSpaceGrid (generic grid data structure)
9 Years Ago
Hide IP addresses in statis command if not an admin/moderator
9 Years Ago
Bunch of PVT related fixes for D3D11 Fixed base pyramid in D3D11; also affected low quality non-PVT modes Restored splat atlas textures to 8k; shaders are expecting 2k splats Updated native builds
9 Years Ago
Improving player rendering/cycle performance (particularly sleeping players) Don't refresh servers if playing non menu map in editor
9 Years Ago
Building performance WIP
9 Years Ago
Adding quarry animations, updated the prefab
9 Years Ago
Fixed various potential issues related to resource-to-population linking Fixed SpawnHandler refresh context menu (in-editor runtime refresh)
9 Years Ago
Updating variants Fixed warnings Profiling loadtimes
9 Years Ago
Tree refresh
9 Years Ago
env.time without args will return the time Setting increased Profiler.maxNumberOfSamplesPerFrame
9 Years Ago
Updated shadervariants
9 Years Ago
Replace missing materials in all prefabs (prevents crash in 5.1 editor)
9 Years Ago
Fixed AO ConvarComponent
9 Years Ago
Custom speedtree shader for for 5.1
9 Years Ago
Fixed testlevel crash
9 Years Ago
tweaked the deer running animation
9 Years Ago
Steamworks fixes
9 Years Ago
More 5.1 fixes
9 Years Ago
5.1 Project Settings
9 Years Ago
Unity 5.1 canvas fixes
9 Years Ago
RustBuilder speedup
9 Years Ago
RustBuilder speedup
9 Years Ago
Fixed TerrainAtlas gen expecting normal XY in RG instead of AG Updated terrain4 atlas textures using the gen fix; fix for bad terrain lighting Cleaned some shader code
9 Years Ago
Added LOD cull component for performant per-object distance culling (without LOD meshes)