reporust_rebootcancel

129,040 Commits over 4,232 Days - 1.27cph!

2 Years Ago
Additional physics matrix collision setup. Also allow physics debris to collide with ragdolls.
2 Years Ago
Moved all non-bush content off the Bush physics layer. New "Physics Debris" physics layer used for world items and other physics-based debris (e.g. collectable keycards). This new layer collides with vehicles (but not players).
2 Years Ago
Save the baked foliage into a special mesh that just stores data. Just baking the generated meshes to disk would take up about 250mb of memory in meshes, saving the positions straight into a serialized asset was tanking editor performance, so the positions of each foliage piece are saved as vertices in a data mesh Load the foliage on the client when loading into the tutorial
2 Years Ago
Replicate shadow casting and layers
2 Years Ago
Exposed parameter didn't save? Try again
2 Years Ago
Match compressor on all audio mixer snapshots
2 Years Ago
Make sure compression var is saved
2 Years Ago
Switched again to -6 and -12
2 Years Ago
Reduced threshold settings slightly after testing to -6.5 or -13
2 Years Ago
New game menu audio option for dynamic range compression. Default is None. Can also select Low (-7.5dB threshold) or High (-15dB threshold)
2 Years Ago
Un-bypass the master buss audio compressor, but with 0db threshold by default. Set attack to minimum (10ms) and release to a smooth 600ms so we don't pump too much on gunshots.
2 Years Ago
Add missing TagManager layer name change
2 Years Ago
Added ability to load saved foliage
2 Years Ago
Changed all bush colliders to triggers
2 Years Ago
Test map edit again
2 Years Ago
Renamed Debris layer to Bush. A few random things remain using the layer that aren't bushes - they will be reassigned soon. Bush layer no longer collides with anything in the physics matrix.
2 Years Ago
Copy splat settings to material
2 Years Ago
Poster prefab cleanup
2 Years Ago
Test map stuff for testing. Vehicles, keycard.
2 Years Ago
Moved a couple of world models from Debris to the Default layer (the layer is always set via whatever layer is set on generic_world.prefab anyway - usually world models use Default on their own prefab in the meantime).
2 Years Ago
Moved ice AK ice FX from Debris layer to TransparentFX.
2 Years Ago
Moved some spray can components off the Debris layer
2 Years Ago
Add clear option to poster
2 Years Ago
Wanted poster setup Fixed some trophy exceptions
2 Years Ago
When resuming industrial line, check LOS of each segment incase a wall was placed that blocks part of the pending pipe (clientside, server already validates it)
2 Years Ago
Merge from main
2 Years Ago
Fix pending wire sometimes not being cleared when starting a new wire
2 Years Ago
Don't play wire connect effect when reconnecting wire
2 Years Ago
Wire tool saves current wire when unequipping it
2 Years Ago
Merge Main -> RagdollsOnVehicles2
2 Years Ago
Merge from main
2 Years Ago
Right click for <0.15s to disconnect wire Hold right click to clear wire Make disconnect & clear duration configurable in the wiretool entity (rather than hardcoded) Apply same values to pipe tool & hose tool
2 Years Ago
Fixed train tunnel rail entrance sometimes spawning too close to monuments
2 Years Ago
Made triggers fit slopes better to fix broken terrain collisions Tweaked environment volumes to make transition between underground and aboveground smoother
2 Years Ago
Fixed wire not being reversed when connecting a wire to the same IO entity and disconnecting the input
2 Years Ago
Fix protobuf generator not having updated generated code from `threadsafe_protobuf`
2 Years Ago
#CLIENT and #SERVER compile fixes
2 Years Ago
Added "Rust/Standard Mesh Terrain" for mesh-based terrains; assigned to tutorial island material w/ temp control maps
2 Years Ago
Mesh update
2 Years Ago
wip
2 Years Ago
Overgrowth
2 Years Ago
merge from main -> wire_tool_reconnect
2 Years Ago
Refactor "altMove" and "backpackOpen" into a enum "ItemMoveModifiers", add in ctrl + shift modifiers as well (unused)
2 Years Ago
Prevent backpack being dropped because the locker can't accept a backpack with items, instead keep it in the player's inventory
2 Years Ago
Underwater detailing
2 Years Ago
Add skinned backpack mesh
2 Years Ago
Fixed rail link sometimes overlapping elevator shafts
2 Years Ago
Added camera frustum outline rendering at runtime.
2 Years Ago
merge from main
2 Years Ago
Halloween Score board fix