reporust_rebootcancel

127,868 Commits over 4,201 Days - 1.27cph!

2 Months Ago
Bigger waves at the edge of the deep sea when starting taking rads
2 Months Ago
viewmodel chainsaw update anims and anim controller edits
2 Months Ago
2 handed melee set of anim, entity and hold type updates
2 Months Ago
Merge from main
2 Months Ago
hooked up wall cabinet to unlock via decor lighting pack
2 Months Ago
Fixed table lamp missing its source item
2 Months Ago
Improve time sliced render option (can prioritise area near player), only clear within viewport option, replace old shader constants, update shader constants only when needed, and update foliage prefabs with new clear material.
2 Months Ago
tugboat_shelf_fix -> main
2 Months Ago
Fix shelfs not working on tugboats
2 Months Ago
electric table lamp unlock setup, hooked up world model, changed desctipion to be lamp instead of light , rebuilt manifest
2 Months Ago
added new folder for dlc sitems so they dont get lost. linked up chandelier to unlock from new decor_lighting_pack sitem (name TBD)
2 Months Ago
Updated the Rust.RenderPipeline package to include lighting stencil value changes
2 Months Ago
Chandelier - updated icon
2 Months Ago
Fixed SteamInventoryGen breaking when an item is missing its description
2 Months Ago
Fixed sled_xmas skin missing its name and desc
2 Months Ago
merge from steaminventorygen_loc_fix
2 Months Ago
beanbag alternate material setup and made them skins of the chair
2 Months Ago
Compile fix
2 Months Ago
merge from deep_sea/collider_debug -> deep_sea
2 Months Ago
Add `print_colliders_per_prefab` - will print out the breakdown of colliders for each type of entity - can optionally supply a numeric cell id to breakdown colliders per entity only inside that certain broadphase cell
2 Months Ago
Tripod models and colliders set to Deployed layer
2 Months Ago
merge from naval_update/deep_sea/radiation
2 Months Ago
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
2 Months Ago
Wider rad volumes, removed a log
2 Months Ago
TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough Moved up the bottom collider to match the deep sea seabed height
2 Months Ago
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2 Months Ago
fix feet showing through mannequin, impact effects blood -> wood
2 Months Ago
Added rad volumes at the edges of the deep sea
2 Months Ago
Large Cozy Water Fountain A - Initial folder structure and simple placeholder model and material
2 Months Ago
Calculate a bunch of ray directions in the bow and stern of the boat Gives us some directions for steering behaviour
2 Months Ago
Hanging bulbs pass.
2 Months Ago
merge from generate_shorevector_optim
2 Months Ago
Added mannequin poses, updated deployed
2 Months Ago
Fixed AddLanguageFile NRE during bootstrap
2 Months Ago
merge from bootstrap_translatenre_fix
2 Months Ago
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
2 Months Ago
Chandelier - Added LODs, gibs, updated textures
2 Months Ago
Fix not being able to stack C4s with different frequencies even after disabling RF
2 Months Ago
viewmodel chainsaw update anims and anim controller edits
2 Months Ago
Take into account decay.scale convar value when calculating upkeep time/cost in TC UI
2 Months Ago
Cleanup TriggerRadiation, box shaped trigger now act like boxes instead of spheres Added falloff per axis for boxes Added debug.drawradiationzones (editor only)
2 Months Ago
ItemModSwap respects max stack size (fixes getting overstacked fish meat when gutting with harvesting tea)
2 Months Ago
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2 Months Ago
adjusted spotlight tripod col shapes
2 Months Ago
set the animation speed of pedals on the chandelier to be 2x faster
2 Months Ago
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2 Months Ago
optimized shore vector generation - 1s without burst, 500ms with - added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it