userJarryd Campicancel
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12,738 Commits over 2,315 Days - 0.23cph!

2 Days Ago
Server compile fix
2 Days Ago
Fixed the alignment and size of all the tropical island map markers
2 Days Ago
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
2 Days Ago
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
2 Days Ago
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
2 Days Ago
Wrap last MeshCull changes behind useDetailedRendererBatchCullingCheck convar for accurate a/b
3 Days Ago
Possibly fixed MeshCull objects not being affected by occlusion culling
3 Days Ago
Culling.env is no longer admin only Added culling.skinnedRenderers, controls the player/animals culling system Both culling.env and culling.skinnedRenderers require culling.toggle to be active, turning this convar off will turn both related convars off
3 Days Ago
Merge from food_qol
3 Days Ago
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
3 Days Ago
Merge from main
3 Days Ago
Don't allow the deep sea terrain config to load if the player is in the tutorial
3 Days Ago
Merge from parent
3 Days Ago
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
3 Days Ago
Fixed missing ghost ship map marker
3 Days Ago
Merge from fog_multithread_fix
3 Days Ago
Move test scene
3 Days Ago
Compile fix
3 Days Ago
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
3 Days Ago
Expose shortcut Terrain/Bake Heightmap in shortcuts window
3 Days Ago
Saving/loading
3 Days Ago
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
3 Days Ago
Strip PropRenderer from spawned objects Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though) Would still need some bespoke handling for HideDuringRender usages, likely via a new component
3 Days Ago
Forgot to commit changes from yesterday, added a score HUD
4 Days Ago
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
4 Days Ago
Show on the item info panel if data can't be redeemed
4 Days Ago
Add data spawns to all of the loot spawners
4 Days Ago
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
4 Days Ago
Fixed players being killed on save/load Update clan data immediately when score changes Allow data to be stacked up to 5
4 Days Ago
Add small and medium data items Insert a medium data item into a players corpse if killed by someone on the opposite clan
4 Days Ago
Clan scores
4 Days Ago
Boilerplate loot item and deposit entity
4 Days Ago
Fix NRE when in build priv zone
4 Days Ago
Initialise the game mode after the clan system is started in Bootstrap Switched team system over to clan system
4 Days Ago
Alow tech trees to declare their own name Fix position of snow jacket
5 Days Ago
Got building working at Team B monument
5 Days Ago
WIP auth support for team build zones, not working yet
5 Days Ago
Each team has their own spawn beach
5 Days Ago
Create game mode, create two teams on start and auto add new players to the lowest pop team
5 Days Ago
5 Days Ago
Paint ocean topology, fix errors
5 Days Ago
Get scene up and running, replace old static research/repair benches with modern versions
5 Days Ago
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that Updated the converter to match the shadow casting values
5 Days Ago
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
5 Days Ago
Also include mesh stripping on Rust.Ai and Content directories
5 Days Ago
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
6 Days Ago
That's all folks
6 Days Ago
Almost done...
6 Days Ago
Even more...
6 Days Ago
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