reporust_rebootcancel

136,364 Commits over 4,324 Days - 1.31cph!

5 Minutes Ago
update from main
5 Minutes Ago
merge from cannon_slowdown
6 Minutes Ago
merge from redirect_snapping
7 Minutes Ago
Deployables can now snap to redirects of itself All the component boxes now snap to each other
11 Minutes Ago
merge from boxes_dlc
13 Minutes Ago
turned of SRGB on a number of box textures, mostly metal/rough
13 Minutes Ago
Merge from main
27 Minutes Ago
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28 Minutes Ago
run codegen :facepalm:
29 Minutes Ago
reenable_mountable_parenting -> main
29 Minutes Ago
Re-enable mountable parenting on RHIBs, Player Boats and 50 Cals. Staying away from Cannons + Ballista for now
30 Minutes Ago
Move cannon hit checking to TakeDamage, balance cannon slowdown so that its actually noticeable (0.7->0.3)
43 Minutes Ago
merge from main
56 Minutes Ago
merge from hackweek_fill_containers_rand
58 Minutes Ago
Massively refactor and streamline the filling logic to avoid a bunch of duplication In addition to `fillinventory` there's now use `fillcontainer` and `fillcontainer_radius` to fill containers with random items Works with storage containers and container io entities, prints out the ones filled, and warns if a container couldn't accept some of the items
1 Hour Ago
Merge from blendedsoundloops_onvalidate_fix
1 Hour Ago
Check if SoundDefinition template is valid before accessing it in BlendedSoundLoops::OnValidate Fixes error spam in editor
1 Hour Ago
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1 Hour Ago
Remove "Disable Platform Services" from iteration speed editor menu, it breaks way too often while other settings are generally safe to use.
1 Hour Ago
Add cvar for controlling cannon hit slowdown on boats
1 Hour Ago
exported updated 3p bone knife anims
1 Hour Ago
Apartment complex b progress
1 Hour Ago
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1 Hour Ago
update from main
1 Hour Ago
Fixed limited store countdown showing "Refreshed in 6 days" when the skins are late
1 Hour Ago
Fixed owned items still showing up at the top of the limited and featured store when featured
1 Hour Ago
Added some arrow buttons and keyboard controls to store galleries (general and limited tabs)
1 Hour Ago
Merge from naval_cleanup_scientist_fixes
2 Hours Ago
Added a new font to support some missing currency symbol Added some missing currencies to the price formatter
2 Hours Ago
Added a way to embed styles in RustControl components instead of having to create new StyleAssets every single time
2 Hours Ago
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
2 Hours Ago
merge from storepage_boxes
2 Hours Ago
Added toast when the deep sea opens
2 Hours Ago
merge from deepsea_fixes
2 Hours Ago
merge from main
2 Hours Ago
Salvaged cleaver audio rework and implementation
2 Hours Ago
merge from main
2 Hours Ago
merge from deepsea_fixes/loot
3 Hours Ago
Terrain collision update tests - Implement CPU heightmap functions in GPU compute (HeightMapApply), should remove need for map sync - Profile tests for AddHeight and SetHeightsDelayLOD using a limited texel area - Add option to use terrain R16 maps, and the active terrain render texture - Use R16 UAV heightmap for compute and terrain vertex shader - Improve camera culling by including min/max height of cell
6 Hours Ago
Apply the same changes to all 4 tropical islands, expecting similar savings
Today
Simplify the tutorial island mesh collider in blender, most of the detail was under the ocean and in a grid pattern so not needed 293k tris -> 17k 8.53mb -> 496kb on disk Should go from 29.3mb in memory to 500kb, will need to verify final savings in build
Today
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Today
Equip Weapon Tool now looks through children of selected object before rescanning from the transform root
Today
Merge from sunken_and_combat_knife_orientation_fix
Today
Merge from puddlefix
Today
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Today
Merge from increased_deepsea_render
Today
Applied LODGroupDeepSeaConfig to RHIB and PT boat
Today
Added a new LODGroupDeepSeaConfig component for stuff using LODGroups, modifies the culling screen height percentage if the renderer is in the deep sea Applied to sails
Today
LOD components that are dynamic and in the deep sea will now return a quarter of the actual distance in GetDistance, should make things render further out without having to make changes across all prefabs