reporust_rebootcancel

111,841 Commits over 3,928 Days - 1.19cph!

6 Months Ago
Cherry picking 102178, 102182 and 102183 from world_update
6 Months Ago
Merge from radtown_redux
6 Months Ago
Merge from OceanWreckBuoy
6 Months Ago
Merge from legacy_wood_log_pile
6 Months Ago
Merge from Underwater_divesites
6 Months Ago
Merge from temperate_cliff_rework
6 Months Ago
Clean: fixing depr warnings in Scripts/Util - Part of AssetStorage clean added a warning when compression gets ignored (we only have 1 use case right now, Terrain normal maps) - Remove TextureImporter obsolete field usage - TextureImporter.linearTexture -> .sRGBTexture - MeshRenderer.motionVectors -> .motionVectorGenerationMode - More ParticleSystem module usage 98 warnings to go Tests: None, trivial changes
6 Months Ago
manifest
6 Months Ago
prepared prefab on wood pile
6 Months Ago
6 Months Ago
Force rebuild UI layout when adding new alarms
6 Months Ago
Updated sockets to make it stick to walls and be placeable on the ground (similar to the counter) Updated guide mesh
6 Months Ago
wood log pile asset and node prep for procmap
6 Months Ago
Clean: fixed depr warnings in Assets/Prefabs - RequestFileFromServer to use IServerFileReceiver overload + ran RPC codegen - ClientPRCPlayer -> ClientRPC - more using particle system modules directly About 115 to go Tests: checked bradley effects work, checked chainsaw effects work, checked photoframe drawing works
6 Months Ago
Allow lightweights entity components to handle RPCs
6 Months Ago
Create lightweight components that don't have the overhead of unity components
6 Months Ago
audio playback toggle on soundtrack view
6 Months Ago
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6 Months Ago
Soundtrack DLC page
6 Months Ago
Merge from main
6 Months Ago
merge from radtown redux
6 Months Ago
merge from ocean wreck buoy
6 Months Ago
merge from legacy wood log piles
6 Months Ago
merge from divesites branch
6 Months Ago
merge from cliff branch
6 Months Ago
merge from main
6 Months Ago
Merge from arm64_native_libraries
6 Months Ago
Added back old arid rock formations in procmap stack
6 Months Ago
removed stone splat from medium rock formation prefabs
6 Months Ago
Added custom sorting mode - uses a snapshot of the current state of the container and will try and recreate that Still WIP, has some issues
6 Months Ago
Profiling UI updates Added a stack option, will consolidate any possible item stacks prior to sorting Added a category option, mirrors order of F1 menu Added a new JarrydTestMap option
6 Months Ago
Metas that belong here.
6 Months Ago
Added flex versions of all of the standard rust labels Added option to sort by count and condition Added option to reverse whatever sort is selected
6 Months Ago
Refactor sorting settings data storage, authoring UI now supports Apply/Cancel Don't show sorting config button if box doesn't have a storage adaptor
6 Months Ago
Code cleanup, compile fixes
6 Months Ago
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6 Months Ago
Can now toggle alarms on/off in the UI Minor UI flow fixes
6 Months Ago
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6 Months Ago
new mussels tiling material
6 Months Ago
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6 Months Ago
More UI layout tweaks, delete button, max alarm count
6 Months Ago
Finalized heli for merging. Better distance scaling on impacts.
6 Months Ago
ARM64 native libraries
6 Months Ago
Map shader now takes water depth from shore vectors into account Fixed shore vectors that are fed into shader system ignoring lakes and water carving volumes
6 Months Ago
Fixed RustCamera environment determination not taking water carving volumes into account
6 Months Ago
More UI work, can now set alarms and save them using the config screen
6 Months Ago
Car radio now works on 1module_cockpit_with_engine. Video https://files.facepunch.com/jacob/1b0511b1/Unity_sqK5oqgNUy.mp4 - WIP Visuals - behaves just like the deployable boombox but without casettes or the need for power - may revisit casette functionality later - still need to add checks for the car is powered on - still need to setup armoured cockpit and regular cockpit
6 Months Ago
Voiceprops page with dancing models
6 Months Ago
Map tools now inject appropriate sizing and seed values into WorldSetup Correct WorldSetup reference grabbed