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135,161 Commits over 4,444 Days - 1.27cph!

9 Days Ago
More map anim/behaviour tweaks
9 Days Ago
Upper corridors polish/LODs/COL and prefabs. Updated core and wing prefabs with elevator shaft prefabs
9 Days Ago
Modify unit tests to use pooling for collections to remove some GC we wouldn't see in a live scenario - consistency tests pass
9 Days Ago
update to dartboard textures - got rid of the baked in chalk markings on blackboard.
9 Days Ago
Updating poker bandana skinning
9 Days Ago
merge from optim_bonerenderer
9 Days Ago
push codegen
9 Days Ago
Add mesh.list_skinned to dump a csv of all active skinned meshes
9 Days Ago
gas station interior changes adding separate car lift removing garage door gas station S2P
9 Days Ago
Wooden Arrow Revamp
9 Days Ago
Switch to delta
9 Days Ago
Removed duplicate LOD material
9 Days Ago
Fixed back to front canvas in large apartment. Fixed LOD material and deleted obsolete duplicate.
9 Days Ago
Satelite targeting movement improvements and tweaks. Expose an anim curve for movement. Double duration. Set free fuel back to true in editor.
9 Days Ago
Port viewmodel motion vector pass to RRP
9 Days Ago
Battery fixes
9 Days Ago
snapping_fixes -> main
9 Days Ago
merge from main
9 Days Ago
- 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
9 Days Ago
Replaced placeholder kiosk posters, added subtle normals and roughness, added padding
9 Days Ago
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
9 Days Ago
merge from batteringram_wheels_fix
9 Days Ago
merge from wallpaper_fixes2
9 Days Ago
Fixed menu item modal arrow buttons not working (missing UnityEvent attribute)
9 Days Ago
Inventory idle animation updates
9 Days Ago
pool table lods and materials prefab setup for RE-implementation setup colliders
9 Days Ago
Added a toggle for shadow caching in the experimental settings
9 Days Ago
Fixed WallpaperPlanner.CLIENT_ChangeSkin NRE
9 Days Ago
Fixed needing cloth in your inventory to reskin wallpapers (reskin is free)
9 Days Ago
Apartments complex scene2prefab
9 Days Ago
Fixed battering ram middle wheels rotating backwards
9 Days Ago
merge from localizebindtoken_error_fix
9 Days Ago
Added the Chromatic Aberration volume component and updated all RRP volumes that should be using the effect
9 Days Ago
Fixed InputSystem.Keyboard.get_Item error
9 Days Ago
merge from silencer_loot_fix
9 Days Ago
fixed naming
9 Days Ago
updated painting textures
9 Days Ago
Merge from main - may need to rerun manifest
9 Days Ago
got rid of nasty uv seam
9 Days Ago
Prototype cyilnder water volume
9 Days Ago
Manifest stuff
9 Days Ago
Add NPC to damaged wing of apartment prefab (right beside the security room)
9 Days Ago
Create security guard NPC prefab and conversation
9 Days Ago
Merge from softcore_updates_jul_26
9 Days Ago
Codegen
9 Days Ago
Fix redirects of default items being included in softcore reclaim (eg. abyss torch)
10 Days Ago
Default gather rate to 2x
10 Days Ago
Convert convar to gamemodesoftcore.gather_rate, now only applies in softcore
10 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)
10 Days Ago
Instead of doing the timed lock as a custom entity, implement it with normal IO (Timer + Push Button) and trigger the timer with the NPC - add `testapartmentsecuritydoor` to fire off the NPC option