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

Yesterday
Server compile fix
Yesterday
Fixed the alignment and size of all the tropical island map markers
Yesterday
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
Yesterday
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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