reporust_rebootcancel

134,903 Commits over 4,324 Days - 1.30cph!

13 Minutes Ago
Fixed stance-aim using 3p_blowpipe_attack_aim clip for override, should be using 3p_blowpipe_idle_aim Fixes double fire anim
19 Minutes Ago
hoarded a bunch of changes: - refactored vclouds and vfog for multi camera support - vclouds and vfog ported to RRP with built-in wrappers - match sky dome pos to camera in RRP, including in scene view - scale sky dome to camera far plane in RRP - use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled - share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc - fix skybox rendering twice in scene view - fix water render graph issues on lower quality levels - fix destruction of water dynamics RTHandle
35 Minutes Ago
sync Rust.RenderPipeline
45 Minutes Ago
Merge from main
1 Hour Ago
Merge from main
1 Hour Ago
Started on the server admin UGC tab
2 Hours Ago
rough burst cloth setup, working with the added unity constraints
3 Hours Ago
Mark torcholder active pfx LOD as dynamic
3 Hours Ago
Added a test to detect redirect items referencing themselves as IsRedirectOf
3 Hours Ago
LNY armour rig setup with temp default Unity constraints
3 Hours Ago
Implemented rigged LNY armor mesh
4 Hours Ago
Add `visibilityradiusdeepsea` convar to increase the network range in the deep sea - default to 20 (640m)
6 Hours Ago
Adding LNY horse armour fbx
6 Hours Ago
second pass on environment volumes
6 Hours Ago
wip comps box
Today
first pass on environment volumes
Today
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Today
Don't write motion vectors on the 50 cal ejection FX. Fixes smudge issue with the links when sailing.
Today
Small hue tweak.
Today
Fixed a regression in the PT boat emission.
Today
merge from fix_scientists_not_wounding
Today
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)
Today
merge from naval_update
Today
Charcoal Comp Box - Final lowpoly, bake, WIP textures
Today
Fix State_Playtanimation NRE
Today
Component Ammo Box - Moved and updated textures, set correct resolution
Today
Tweaked all tropical trees minigame marker data, some of them were off
Today
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
Today
Fixed deep sea trees client/server scale mismatch. These trees are handplaced with custom scale and S2P-ed, it wasn't working, the scale was overriden by decor components - Added a skip decor components field in ResourceEntity, set to false on all the deep sea tree instance. Prevent DecorScale from messing the scale - Deep sea now enable scale networking on its trees Fixed the collision issues and tree minigame not working S2P all tropical islands
Today
CodeGen
If streamermode is enabled then turn off RHIB screens
Today
Pool fix
Today
centred floating_city_3 terrain properly, rebaked shore vectors
Merge from deepsea_closed_fail_missions
Small code fixes Rebuild phrases
Today
50cal and cannon updates
Minor adjustments to walk around distance
- Show tooltip if you try to reload the turret whilst its full - Show tooltip if you try to reload the turret and have other types of 5.56 ammo in your inventory. We require standard 5.56
Today
merge from main
Codegen and compile fixes
Merge from naval_update
Merge from main
Today
apartments building facade, atrium and corridors progress
Today
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Today
merge from indirect_instancing
Today
Mark Indirect Instancing as DeveloperOnly
Today
Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
Today
Fix new scientists killing players without wounding them first
Today
Fixed signal computer flare trigger. Signal computer hums, and also does a little beep when ready to transmit.
Today
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable