reporust_rebootcancel

135,164 Commits over 4,324 Days - 1.30cph!

3 Days Ago
Adjusting settings for horse armour and adding cloth mat
3 Days Ago
Added new materials and textures for LNY horsearmour. Updated model material references
3 Days Ago
ballistic shield blockout and file setup
3 Days Ago
merge from main
3 Days Ago
missing .mat files? thanks plastic
3 Days Ago
sulfur box texture polish
3 Days Ago
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3 Days Ago
sulfur box textures, game model, icon
3 Days Ago
Prevent stolen RHIBs from oilrig killing themselves on server restart (needs more testing)
3 Days Ago
Changed cowbell AnimationCrossfadeDuration to 0 (was 0.1) Fixes majority of cowbell animation getting lost in the transition (affected the old player model as well)
3 Days Ago
Updated the trumpet_idle_play anim in the PlayerAnimator to point to the new trumpet_idle_play anim Override controllers override clips and not states so this broke all of the other instruments, reapplied idle animations on guitar, cowbell, flute, tambourine and tuba
3 Days Ago
Fixed stance-aim using 3p_blowpipe_attack_aim clip for override, should be using 3p_blowpipe_idle_aim Fixes double fire anim
3 Days Ago
hoarded a bunch of changes: - refactored vclouds and vfog for multi camera support - vclouds and vfog ported to RRP with built-in wrappers - match sky dome pos to camera in RRP, including in scene view - scale sky dome to camera far plane in RRP - use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled - share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc - fix skybox rendering twice in scene view - fix water render graph issues on lower quality levels - fix destruction of water dynamics RTHandle
3 Days Ago
sync Rust.RenderPipeline
3 Days Ago
Merge from main
3 Days Ago
Merge from main
3 Days Ago
Started on the server admin UGC tab
4 Days Ago
rough burst cloth setup, working with the added unity constraints
4 Days Ago
Mark torcholder active pfx LOD as dynamic
4 Days Ago
Added a test to detect redirect items referencing themselves as IsRedirectOf
4 Days Ago
LNY armour rig setup with temp default Unity constraints
4 Days Ago
Implemented rigged LNY armor mesh
4 Days Ago
Add `visibilityradiusdeepsea` convar to increase the network range in the deep sea - default to 20 (640m)
4 Days Ago
Adding LNY horse armour fbx
4 Days Ago
second pass on environment volumes
4 Days Ago
wip comps box
4 Days Ago
first pass on environment volumes
4 Days Ago
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4 Days Ago
Don't write motion vectors on the 50 cal ejection FX. Fixes smudge issue with the links when sailing.
4 Days Ago
Small hue tweak.
4 Days Ago
Fixed a regression in the PT boat emission.
4 Days Ago
merge from fix_scientists_not_wounding
4 Days Ago
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)
4 Days Ago
merge from naval_update
4 Days Ago
Charcoal Comp Box - Final lowpoly, bake, WIP textures
4 Days Ago
Fix State_Playtanimation NRE
4 Days Ago
Component Ammo Box - Moved and updated textures, set correct resolution
4 Days Ago
Tweaked all tropical trees minigame marker data, some of them were off
4 Days Ago
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
4 Days Ago
Fixed deep sea trees client/server scale mismatch. These trees are handplaced with custom scale and S2P-ed, it wasn't working, the scale was overriden by decor components - Added a skip decor components field in ResourceEntity, set to false on all the deep sea tree instance. Prevent DecorScale from messing the scale - Deep sea now enable scale networking on its trees Fixed the collision issues and tree minigame not working S2P all tropical islands
4 Days Ago
CodeGen
4 Days Ago
If streamermode is enabled then turn off RHIB screens
4 Days Ago
Pool fix
4 Days Ago
centred floating_city_3 terrain properly, rebaked shore vectors
4 Days Ago
Merge from deepsea_closed_fail_missions
4 Days Ago
Small code fixes Rebuild phrases
4 Days Ago
50cal and cannon updates
4 Days Ago
Minor adjustments to walk around distance
4 Days Ago
- Show tooltip if you try to reload the turret whilst its full - Show tooltip if you try to reload the turret and have other types of 5.56 ammo in your inventory. We require standard 5.56
4 Days Ago
merge from main