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12,731 Commits over 2,315 Days - 0.23cph!

4 Hours 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
4 Hours Ago
Merge from food_qol
4 Hours Ago
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
5 Hours Ago
Merge from main
6 Hours Ago
Don't allow the deep sea terrain config to load if the player is in the tutorial
6 Hours Ago
Merge from parent
6 Hours Ago
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
6 Hours Ago
Fixed missing ghost ship map marker
6 Hours Ago
Merge from fog_multithread_fix
6 Hours Ago
Move test scene
6 Hours Ago
Compile fix
Today
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
Today
Expose shortcut Terrain/Bake Heightmap in shortcuts window
Today
Saving/loading
Today
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
Today
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
Today
Forgot to commit changes from yesterday, added a score HUD
Yesterday
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
Yesterday
Show on the item info panel if data can't be redeemed
Yesterday
Add data spawns to all of the loot spawners
Yesterday
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
Yesterday
Fixed players being killed on save/load Update clan data immediately when score changes Allow data to be stacked up to 5
Yesterday
Add small and medium data items Insert a medium data item into a players corpse if killed by someone on the opposite clan
Yesterday
Clan scores
Yesterday
Boilerplate loot item and deposit entity
Yesterday
Fix NRE when in build priv zone
Yesterday
Initialise the game mode after the clan system is started in Bootstrap Switched team system over to clan system
Yesterday
Alow tech trees to declare their own name Fix position of snow jacket
2 Days Ago
Got building working at Team B monument
2 Days Ago
WIP auth support for team build zones, not working yet
2 Days Ago
Each team has their own spawn beach
2 Days Ago
Create game mode, create two teams on start and auto add new players to the lowest pop team
2 Days Ago
2 Days Ago
Paint ocean topology, fix errors
2 Days Ago
Get scene up and running, replace old static research/repair benches with modern versions
2 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
2 Days Ago
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
2 Days Ago
Also include mesh stripping on Rust.Ai and Content directories
2 Days Ago
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
3 Days Ago
That's all folks
3 Days Ago
Almost done...
3 Days Ago
Even more...
3 Days Ago
More...
3 Days Ago
More...
3 Days Ago
Some more...
3 Days Ago
Uploading in multiple parts because plastic can't handle... multiple files
3 Days Ago
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
3 Days Ago
Move non r/w meshes into the private content bundle for server builds, removing them from the build Saves 360mb of memory on a freshly booted server
3 Days Ago
Merge from main_merge_10_nov
3 Days Ago
Protobuf, code gen, phrases