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143,452 Commits over 4,413 Days - 1.35cph!

Yesterday
Caching m16 viewmodel textures
Yesterday
Show faded fuel blocks when consumed instead of hiding them.
Yesterday
Mortar animation update
Yesterday
linked 5.56 bullet prefab M16a2 bullet bone in viewmodel prefab and vm anims updated
Yesterday
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
Yesterday
Merge from lockin
Yesterday
Yesterday
FIx map not appearing
Yesterday
compile fix
Yesterday
set serialized version as well
Yesterday
wip keep locked trajectory visible but allow now control after locking in.
Yesterday
tool just injects the property into the .unity file instead of opening and saving it
Yesterday
testlist
Yesterday
updated m16a2 world mesh material order issue
Yesterday
initial tool
Yesterday
Fuel UI tweaks
Yesterday
added /ProfilerCaptures to ignore.conf
Yesterday
Add fuel related UI prefabs. Refactor/move UI fuel code.
Yesterday
Merge: from buildcommand_allocs - Optim: reduce alloc count from building Arg commands from 20+ to 2 on average - Update: expanded StringView API, Tests: unit tests and running a bunch of different console commands
Yesterday
added prefab exporter
Yesterday
m16a2 textures update
Yesterday
Mortar animation update to use the player update content
Yesterday
update: m16a2 textures , shading fixed on worldmodel
Yesterday
Merge: from main
Yesterday
Initial conversion of fuel count display from just text to blocks.
Yesterday
Fixed drone config screen inputfield config type
Yesterday
some more set dressing, some foliage culling around the marketplace to aerate a bit material tweaks to sign
Yesterday
Merge from main
Yesterday
Prefabbed up larged apartment parts for nesting and replaced over meshes in main prefab. Baked LODs for large apartment parts, plus LOD setup (transitions need testing once my play mode works)
Yesterday
Trigger an explosion at state transition too.
Yesterday
Disable gravity for satellite. Set free_power to true in the editor. Heavier (more loot) satellites have less fuel available to make them harder to target than smaller (less loot) satellites. Control vs reward.
Yesterday
merge rust_relay_server -> main
Yesterday
merge main -> rust_relay_server
Yesterday
ensure position updates are networked to fake player
Yesterday
Codegen
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Added mannequin skinset subset, fixes NRE/kick
Yesterday
Merge from main
Yesterday
Merge from prototyping
Yesterday
Merge from combine
Yesterday
FIx NRE in SprayCan
Yesterday
Merge from industrial_dlc
Yesterday
merge from fix_editor_reflection_probe_delay -> main
Yesterday
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
Yesterday
Fix the editor reflection probe rendering every frame - increase delay from 0.1s -> 1s (matching runtime) + fix it not even using the 0.1s cooldown originally
Yesterday
merge from optimize_generate_textures_alloc -> main
Yesterday
Revert back to TerrainMeta.GetHeights() that returns a 64MB managed array - keep the NativeArray for the textures themselves - fixes mismatch from GetHeight01() not returning the same value as the terrain's heightmap - tried calling GetHeight() on each pixel instead but is off by 1 step for certain heights so playing it safe
Yesterday
Hair test
Yesterday
Update the apartment door prefabs inside the apartments - set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
Yesterday
Add text mesh to the apartment door prefabs (functional prototype, not pretty)