reporust_rebootcancel

106,107 Commits over 3,806 Days - 1.16cph!

11 Months Ago
999 more bakes to fix various vertex precision problem areas
11 Months Ago
Fixed broken AO in tunnel stairwell entrances
11 Months Ago
Deleted unused slopes and prefabs
11 Months Ago
baseline
11 Months Ago
Spawn flag entity when a sweetspot is fully detected
11 Months Ago
Added flag entity
11 Months Ago
set reverse close anim to play at same speed (2) as standard close anim in the animator
11 Months Ago
removed delay from saloon door anims
11 Months Ago
Fix #SERVER compile error
11 Months Ago
push doors vm and 3p anim, added to v gestures and player animator
11 Months Ago
Removal basics (very wip)
11 Months Ago
Merge from shader-stdblends-extended
11 Months Ago
Fixed portacabin materials
11 Months Ago
▇▍▌▍▊▄▅ ▊▇ ▍█▊▉▊█▅▉▅▌▋▆▄▅▉
11 Months Ago
Terrain blending now working with Mesh terrain type (e.g. cliff); fully automatic for now but requires MeshTerrainRoot script on hierarchy
11 Months Ago
▆▋▄▅▌ & ▉▇▊▌. (██▉ ▋▉▊▊▌▋▋▆▋▄ ▉▅▋)
11 Months Ago
merge from main
11 Months Ago
▅▊▆▆ ▄▄▉▉▇. ▍▉█▄█▌▅▆▆ ▊▊▆▅▌ ▋▇▋▋▋█.
11 Months Ago
more wip placeholder UI and sweetspot detection
11 Months Ago
Merge from rail_network_link
11 Months Ago
Added AutoCliffSplat and AutoCliffTopology parameters to monuments that can be used to opt out of the auto cliff generation
11 Months Ago
Subtracting 87935
11 Months Ago
Fixed ProceduralMapRailSimple using a tiny world size
11 Months Ago
train_tunnel_double_entrance_b implementation
11 Months Ago
Hunting trophy compile fix when neither server nor client
11 Months Ago
merge from main
11 Months Ago
Fixed rail network link missing from underground map
11 Months Ago
Added new rail entrance variant to cover higher terrain (fixes missing rail entrance on certain seeds)
11 Months Ago
Fixed weird circular / tight rail generation around rail entrances
11 Months Ago
Detection point and debug gizmos.
11 Months Ago
Cleaned up sethealth, setradiation and setwater methods. Allowed access to server admins. Swapped to debug rather than player.
11 Months Ago
Compile fix.
11 Months Ago
Swapped PlayerMetabolism override to only be on the server.
11 Months Ago
Sweetspot detection wip
11 Months Ago
Swapped to using DDraw for frustum rendering.
11 Months Ago
11 Months Ago
Nuked "Rust/Standard Mesh Terrain" and transferred functionality to "Rust/Standard Terrain" controlled via Terrain Type drop down
11 Months Ago
Serialization
11 Months Ago
merge from main
11 Months Ago
merge from base_decor_DLC
11 Months Ago
network++
11 Months Ago
merge from base_decor_DLC
11 Months Ago
UI merge fix
11 Months Ago
merge from main
11 Months Ago
Placement improvements, tutorial should now be mostly completable with new mesh
11 Months Ago
Main camera mask edit to include the new layer
11 Months Ago
Additional physics matrix collision setup. Also allow physics debris to collide with ragdolls.
11 Months 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).
11 Months 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
11 Months Ago
Replicate shadow casting and layers