reporust_rebootcancel

123,985 Commits over 4,171 Days - 1.24cph!

2 Months Ago
Restored abyss pack showcase Added new system to let us create mock items + tile prefab override
2 Months Ago
exported viewmodel SAR update anims and edited reload to idle blend on its anim controller
2 Months Ago
Eliminate the need to update call indices because they are stable and can be stored with each command
2 Months Ago
Made `count` property report the highest populated index instead of the allocated space.
2 Months Ago
Change proc anim components tick order, should be spine, then tail, then head
2 Months Ago
Do not tick procedural anim components when entity is culled
2 Months Ago
merge from projectile_jobs
2 Months Ago
Added and Setup Naval Improvised Plank Gibs
2 Months Ago
Update: BaseRaidBench - ensure results use 3-part format for key Tests: none, trivial change
2 Months Ago
New: Scenes/Benchmark editor top bar menu Tests: used all in editor - correct scenes opened
2 Months Ago
Added volumetric clouds option in the new settings menu
2 Months Ago
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
2 Months Ago
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
2 Months Ago
Modular Boats Small Ramp - First Iteration
2 Months Ago
Put cache under mode instead
2 Months Ago
Added prioritise premium toggle
2 Months Ago
server/none compile fix
2 Months Ago
cleaning up projectile TransformAccessArray properly
2 Months Ago
Update: BaseRaidBench - remove Projectile.Batched override Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally Tests: ran the scene
2 Months Ago
Deleted Unused Collider Mesh
2 Months Ago
Setup Naval Improvised Plank Prefabs, Colliders, LODS
2 Months Ago
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
2 Months Ago
Merge from main
2 Months Ago
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
2 Months Ago
swap "survival" to "vanilla" Use correct tags for hardcore, softcore and primitive filtering modes
2 Months Ago
Merge from waterpump_occlusion_fix
2 Months Ago
Fluid switch and powered water purifier loop audio now also affected by occlusion.
2 Months Ago
Smart mode sorting (mode priority first then players)
2 Months Ago
Sorting via mode
2 Months Ago
enabled batched projectiles by default
2 Months Ago
Merge from main
2 Months Ago
Swap to buffer list as its faster
2 Months Ago
Bake mode into server info instead of ui entries
2 Months Ago
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
2 Months Ago
Merge from main
2 Months Ago
WIP work to speed up culling (AVX fix)
2 Months Ago
Display proper mode in server entries
2 Months Ago
Merge from tugboat_toot 🎺
2 Months Ago
Adjuested LOD distances on floating walkways
2 Months Ago
Restore changes and fix compile errors
2 Months Ago
Foliage assets rebake
2 Months Ago
- Updated the Rust Render Pipeline asset to hook up the new pipeline shader assets. - Updated the plastic .ignore config to ignore the .git folder from the Rust.RenderPipeline package. - Updated the packages-lock.json to have the correct name for the Rust.RenderPipeline package.
2 Months Ago
Added the Rust Render Pipeline package back to the project
2 Months Ago
Reducing tricount of some floating walkway LOD0s
2 Months Ago
Merge from main
2 Months Ago
Removing Rust Render Pipeline package so it can be renamed
2 Months Ago
Merge from compass
2 Months Ago
Merge from main
2 Months Ago
Setup for weapon rack
2 Months Ago
Individual trigger re-parenting test.