userJarryd Campicancel
reporust_rebootcancel

13,336 Commits over 2,407 Days - 0.23cph!

3 Months Ago
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
3 Months Ago
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
3 Months Ago
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
3 Months Ago
Wrap last MeshCull changes behind useDetailedRendererBatchCullingCheck convar for accurate a/b
4 Months Ago
Possibly fixed MeshCull objects not being affected by occlusion culling
4 Months 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 Months Ago
Merge from food_qol
4 Months Ago
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
4 Months Ago
Merge from main
4 Months Ago
Don't allow the deep sea terrain config to load if the player is in the tutorial
4 Months Ago
Merge from parent
4 Months Ago
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
4 Months Ago
Fixed missing ghost ship map marker
4 Months Ago
Merge from fog_multithread_fix
4 Months Ago
Move test scene
4 Months Ago
Compile fix
4 Months 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
4 Months Ago
Expose shortcut Terrain/Bake Heightmap in shortcuts window
4 Months Ago
Saving/loading
4 Months Ago
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
4 Months 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
4 Months Ago
Forgot to commit changes from yesterday, added a score HUD
4 Months 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 Months Ago
Show on the item info panel if data can't be redeemed
4 Months Ago
Add data spawns to all of the loot spawners
4 Months Ago
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
4 Months Ago
Fixed players being killed on save/load Update clan data immediately when score changes Allow data to be stacked up to 5
4 Months 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 Months Ago
Clan scores
4 Months Ago
Boilerplate loot item and deposit entity
4 Months Ago
Fix NRE when in build priv zone
4 Months Ago
Initialise the game mode after the clan system is started in Bootstrap Switched team system over to clan system
4 Months Ago
Alow tech trees to declare their own name Fix position of snow jacket
4 Months Ago
Got building working at Team B monument
4 Months Ago
WIP auth support for team build zones, not working yet
4 Months Ago
Each team has their own spawn beach
4 Months Ago
Create game mode, create two teams on start and auto add new players to the lowest pop team
4 Months Ago
4 Months Ago
Paint ocean topology, fix errors
4 Months Ago
Get scene up and running, replace old static research/repair benches with modern versions
4 Months Ago
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that Updated the converter to match the shadow casting values
4 Months Ago
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
4 Months Ago
Also include mesh stripping on Rust.Ai and Content directories
4 Months Ago
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
4 Months Ago
That's all folks
4 Months Ago
Almost done...
4 Months Ago
Even more...
4 Months Ago
More...
4 Months Ago
More...
4 Months Ago
Some more...