branchrust_reboot/maincancel

31,219 Commits over 3,928 Days - 0.33cph!

8 Years Ago
8 Years Ago
8 Years Ago
Building block skin pooling is also load balanced
8 Years Ago
Building entities have higher destruction priority than other entities during deferred destruction
8 Years Ago
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber) Cleaned up shader code, paving the way for upcoming hair shader Nuked deferred reflections shader
8 Years Ago
Deferred entity destruction tweaks
8 Years Ago
Some changes for more accurate profiling
8 Years Ago
tightened up the animations on the LR300 reload / deploy added a new reload animation for LR300 tweaked the sights on the LR300 so they sit lower and line up better
8 Years Ago
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
8 Years Ago
Server compile fix
8 Years Ago
Load balanced destruction of all client side combat entities
8 Years Ago
Added maxreceivetime convars for pool testing
8 Years Ago
Fixed missing building block placeholder mesh on pooled building blocks
8 Years Ago
made some code changes to allow the LR300 to hide the ironsights when a holosight / scope is attached
8 Years Ago
Improved skin brdf sss quality by fixing omission; touched relevant shaders
8 Years Ago
LR300 ass rifle viewmodel / worldmodel prefabs + sounds
8 Years Ago
Deprecated TerrainPaint script
8 Years Ago
Added pooling support to storage containers and doors
8 Years Ago
Entity flag cleanup
8 Years Ago
8 Years Ago
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
8 Years Ago
Fixed stretched river flows in hapis island (RUST-1036)
8 Years Ago
Enabled sound pooling by default on 64bit systems
8 Years Ago
Fixed several "Cannot play disabled audio source" warnings
8 Years Ago
Fixed players blur visible behind walls; affecting MB and TSSAA (RUST-1206)
8 Years Ago
Removed test code
8 Years Ago
glsl workaround for rivers
8 Years Ago
Added a few innocuous workarounds for glsl challenged drivers (glcore); touched relevant shaders
8 Years Ago
Nuked terrain dummy addpass
8 Years Ago
Added biome tint mask property to rust/std and rust/std decal shaders
8 Years Ago
Merged back deferred mesh decals
8 Years Ago
Fixed terrain shadows
8 Years Ago
Server fix
8 Years Ago
Optimized ragdoll update visibility bounds with distance-based update freq; moved to optimize animator
8 Years Ago
protocol++
8 Years Ago
playercull bugfix
8 Years Ago
Deferred mesh decal rollback
8 Years Ago
BuildPrefabs: Try moving a file 10 times before failing
8 Years Ago
Fixed decals not working properly on build
8 Years Ago
Deprecated LightCloneShadow hack + removed script + updated skydome prefab and shaders
8 Years Ago
Fixed mesh decal zwrite and blending modes
8 Years Ago
made a buch of things researchable (like doors/ladder hatches) that weren't before moved most barricades to common/uncommon tier (instead of rare)
8 Years Ago
reverted hitmarker sound (sorry @alexr!)
8 Years Ago
removed darkening on holosight lens
8 Years Ago
fixed candlehat/minerhat not being visible in first person
8 Years Ago
Updated remaining (hopefully) structure prefabs to mesh decals
8 Years Ago
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
8 Years Ago
Remaining materials to mesh decals Updated parts of water plant, satellite dish, powerplant, warehouse, airfield to mesh decals
8 Years Ago
Updated a few prefabs and materials to the new mesh decal workflow
8 Years Ago
Fixed some camera related errors in decal mesh renderer