reporust_rebootcancel

120,560 Commits over 4,018 Days - 1.25cph!

9 Years Ago
Added tamable ants
9 Years Ago
Added foliage displacement debug (via terraintexturing)
9 Years Ago
maybe
9 Years Ago
built some stuff
9 Years Ago
windmill no longer craftable
9 Years Ago
Fixed unlit campfires hurting players after server restart
9 Years Ago
updated spawnpoint gizmos to accurately display prefab that will be spawned
9 Years Ago
compile fix
9 Years Ago
made a slight tweak to the semi-auto rifle's iron sight alignment
9 Years Ago
merge from main
9 Years Ago
Fixed viewport resize breaking water when reflections are enabled
9 Years Ago
fixed prefabID's on large barricades fixed SingleSpawn not displaying the correct scale of spawn target prefab fixed Barricades always spawning on server startup
9 Years Ago
Network++
9 Years Ago
Stone gate gibs are no longer the incorrect wood gate ones
9 Years Ago
door_barricades gibs double sided
9 Years Ago
Optimized BaseEntityChild.Setup
9 Years Ago
Updated BuildingTest.sav (now also contains building stability)
9 Years Ago
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
9 Years Ago
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
9 Years Ago
Added zombies
9 Years Ago
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates) Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
9 Years Ago
Added refresh_stability debug console command
9 Years Ago
Game manager no longer sets the game object name when taking from a pool (performance) Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling) Added additional profiling to LOD, pooling and mesh batching code
9 Years Ago
Added water visibility volumes to natural cave blocks
9 Years Ago
backup cave dressing
9 Years Ago
cherry picking 16646
9 Years Ago
Scene2Prefab dungeons
9 Years Ago
Updating sewer and tunnels, military tunnels, mine tunnels with Environment volumes and Water volumes where necessary
9 Years Ago
merge from main
9 Years Ago
larger barricades prefabs / military tunnels update
9 Years Ago
position tweaks
9 Years Ago
door barricades are now two sided
9 Years Ago
Dungeon spawners updated to the new barricade system
9 Years Ago
Added tint to water caustics
9 Years Ago
▆▊▊█ -_-
9 Years Ago
▌▍▇▊▉▊ ▊▄▋▄▄▊▊█▉▇▋
9 Years Ago
Wetter shore wetness
9 Years Ago
Fixed tree whiteness caused by homogeneous specular on material; now saturates properly Rust/speedtree shaders: optimized by adding extra keyword to skip spec map in rust/speedtree shaders; assumed black (no spec, no transmission) if missing Rust/speedtree shaders: changed spec rgb to mono specularity; now R channel in spec trans map Added keywordutil
9 Years Ago
compile fix
9 Years Ago
Fixed AMD R9 water darkening half screen in DX9
9 Years Ago
Cherry picked water collider gathering fix
9 Years Ago
Fixed not gathering river colliders
9 Years Ago
merge from main
9 Years Ago
everything unlocked added door/barricade system
9 Years Ago
Merged water visibility triggers
9 Years Ago
tweaked iron sights on a bunch of weapons
9 Years Ago
Merge from water-vis-trigger
9 Years Ago
Comment cleanup
9 Years Ago
Refactor waterEx to better accomodate vis trigger changes Updated water prefab Updated hapis waterEx config
9 Years Ago
missing files