reporust_rebootcancel

134,408 Commits over 4,444 Days - 1.26cph!

Yesterday
Recalculated bounds on water barrel
Yesterday
More map anim/behaviour tweaks
Yesterday
Upper corridors polish/LODs/COL and prefabs. Updated core and wing prefabs with elevator shaft prefabs
Yesterday
Modify unit tests to use pooling for collections to remove some GC we wouldn't see in a live scenario - consistency tests pass
Yesterday
update to dartboard textures - got rid of the baked in chalk markings on blackboard.
Yesterday
Updating poker bandana skinning
Yesterday
merge from optim_bonerenderer
Yesterday
push codegen
Yesterday
Add mesh.list_skinned to dump a csv of all active skinned meshes
Yesterday
gas station interior changes adding separate car lift removing garage door gas station S2P
Yesterday
Wooden Arrow Revamp
Yesterday
Switch to delta
Yesterday
Removed duplicate LOD material
Yesterday
Fixed back to front canvas in large apartment. Fixed LOD material and deleted obsolete duplicate.
Yesterday
Satelite targeting movement improvements and tweaks. Expose an anim curve for movement. Double duration. Set free fuel back to true in editor.
Yesterday
Port viewmodel motion vector pass to RRP
Yesterday
Battery fixes
Yesterday
snapping_fixes -> main
Yesterday
merge from main
Yesterday
- Update the RustRenderPipelineGlobalSettings to ensure the asset gets created - Added the newly create global settings asset that was generated - Updated the graphics settings to contain the new global settings for RRP
Yesterday
Replaced placeholder kiosk posters, added subtle normals and roughness, added padding
Yesterday
Update: TerrainHeightMap.GetQueryStructure now takes in a flag for deep sea data - got rid of bespoke height and normal sampling from HeightMapQueryStructure - bugfix: buoyancy - WaterSystemBurst.GetHeightArray_Burst now samples relevant heightfields instead of assuming deepsea heightfield is a single const Last duplicate is gone, yay. Can finally look at fixing WaterLevel.GetWaterLevel and other spots Tests: booted into craggy, generated deepsea and teleported to it - swam around, went to the islands, went to scientist tugboats
Yesterday
merge from batteringram_wheels_fix
Yesterday
merge from wallpaper_fixes2
Yesterday
Fixed menu item modal arrow buttons not working (missing UnityEvent attribute)
Yesterday
Inventory idle animation updates
Yesterday
pool table lods and materials prefab setup for RE-implementation setup colliders
Yesterday
Added a toggle for shadow caching in the experimental settings
Yesterday
Fixed WallpaperPlanner.CLIENT_ChangeSkin NRE
Yesterday
Fixed needing cloth in your inventory to reskin wallpapers (reskin is free)
Yesterday
Apartments complex scene2prefab
Yesterday
Fixed battering ram middle wheels rotating backwards
Yesterday
merge from localizebindtoken_error_fix
Yesterday
Added the Chromatic Aberration volume component and updated all RRP volumes that should be using the effect
Yesterday
Fixed InputSystem.Keyboard.get_Item error
Yesterday
merge from silencer_loot_fix
Yesterday
fixed naming
Yesterday
updated painting textures
Yesterday
Merge from main - may need to rerun manifest
Yesterday
got rid of nasty uv seam
Yesterday
Prototype cyilnder water volume
2 Days Ago
Manifest stuff
2 Days Ago
Add NPC to damaged wing of apartment prefab (right beside the security room)
2 Days Ago
Create security guard NPC prefab and conversation
2 Days Ago
Merge from softcore_updates_jul_26
2 Days Ago
Codegen
2 Days Ago
Fix redirects of default items being included in softcore reclaim (eg. abyss torch)
2 Days Ago
Default gather rate to 2x
2 Days Ago
Convert convar to gamemodesoftcore.gather_rate, now only applies in softcore
2 Days Ago
Bury the timer and or switch under the ground (so players can't press the timer and can only press the button to re-open the door)