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137,714 Commits over 4,352 Days - 1.32cph!

Fixed knights armour model bug
Today
Updating Rust.RenderPipeline to include removal of old PostFXStack settings class
Today
Updated the Rust.RenderPipeline package to include the new volume component changes
Today
exported 3p raft paddle idle anims
Today
fix wheel spinning properly in rivers
Today
Merge: from defer_tick_analytics - Optim: start analytics tasks earlier to avoid blocking main thread Tests: Jobs3 on craggy in editor
Today
Update: bring back pooling for ApplyChangesParallel_AsyncState Theorising it'll be safer for hot-reload/manual domain reload flow Tests: craggy with jobs 3
fix NRE equipping tank top
Today
Updated the Rust.RenderPipeline package and fixed compatibility issues
Today
Update: skip creating analytics task if analytics is disabled Tests: none, trivial change
Today
Optim: Jobs 3 - kick off analytics tasks earlier in the frame to avoid potentially blocking main thread It will overlap with server occlusion, which sohuld give it extra time to finish. Tests: none, trivial change
Today
Second pass (sorta) to Kiosk F. Split out windowsills etc. in Kiosk E for lighting tests. Enabled vertex colour tint on plywood material. Put missing door back in Kiosk F. Separate material for Kiosk bricks.
Today
progress on the damaged wing, vpaint
Merge from main
Adjust viewmodel camera lerp time on beancan grenade Fix issue where viewmodel camera lerp would start when there is still items in the held item stack
Today
Update: replace couple managed accesses with BasePlayer.CachedState Tests: none, trivial change
Today
Fix junkpiles spawning on sleeping bags
Today
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Today
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Yesterday
Shelve tool for adding viewmodel camera lerp animation events automatically Fix issue with viewmodel camera lerp duration not taking into account the current animator state speed
Yesterday
Fix water junk piles spawning too close to water monuments
Yesterday
Added basic support for occlusion culling to indirect instancing
Yesterday
Fixed hack test not correctly skipping single draw renderers
Yesterday
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Yesterday
Various tweaks to Rust Relay config and transport
Yesterday
Fixed issue with foliage stones normals being incorrect after the non-uniform vertex normals toggle was added
Yesterday
exported 3p stand driving animation and updated pt boat driver mount and steering wheel ik hand positions
Yesterday
Tweaked watchtower placement distance
Yesterday
Adjusting pivot position of trinagle ladder hatch collider mesh
Yesterday
triangle frame
Yesterday
edited mount position on car driver/passenger seat prefabs and exported 3p driver animations
Yesterday
armoured ladder hatch triangle frame
Yesterday
corrected suare frame
Yesterday
Skinning fix for krieg hazmat backpack straps
Yesterday
Re-enable RW on 5 meshes used by particle systems
Yesterday
merge from hackweek_server_mesh_cull
Yesterday
progress on the damaged wing, some set dressing
Yesterday
apartment bulding concrete debris prefabs and models
Yesterday
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
Yesterday
subsurface birp wrap
Yesterday
Switch to easter event UI Fix exception on egg LOD component
Yesterday
Merge from wiretool_rpcflood_fix
Yesterday
Merge from shipping_container_skin_frames_fix
Yesterday
Merge from storage_box_dlc_corpse_references
Yesterday
Shields now switch to a smaller collider when RMB isn't being held
Yesterday
Merge from auto_particle_cinematics
Yesterday
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
Yesterday
Update prefab with latest model, still has issues
Yesterday
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Yesterday
Merge from main