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131,295 Commits over 4,232 Days - 1.29cph!

9 Months Ago
mesh decal support in working order
9 Months Ago
Eyelid skinning on Male_G
9 Months Ago
Made eyelids children of eye bones
9 Months Ago
Better blink values
9 Months Ago
Don't change the eyelid position (they should be children of the eye bones and are set to 0,0,0 in the blink controller)
9 Months Ago
Changed game prefab to cinematic prefab for Rustige Egg G (Cerulean), using Rust/Standard and SSS shaders (basically replacing deferred normals for standard shaders) and 4K textures
9 Months Ago
cable gantry fixes, lods, collision and prefabs
9 Months Ago
Update: generate a sample grid for water tests & use WaterVisibilityTrigger This stress tests a rare execution path. It revealed a divergence between serial and batched - will fix next Tests: ran unit tests
9 Months Ago
Phrases update
9 Months Ago
Fixed construction collisions for al rustige eggs
9 Months Ago
Logic gates Codelock files Scene backup
9 Months Ago
Merge: from texttable_allocs - Layout improvements and NRE fix for 0 rows Tests: unit tests + running filtered status command to force 0 rows
9 Months Ago
Fix tiger population convar not working Make panthers spawn naturally in the jungle
9 Months Ago
Bugfix: fix serializing of empty tables - Added a test to check for it Tests: unit tests + ran status with a name filter to exlude myself - table and json printed correctly
9 Months Ago
Delete panther static mesh model Make panther a different prefab instead of a variant of the tiger Setup panther corpse and ragdoll Rebuild manifest
9 Months Ago
Clean: rename RowType -> ValueType Tests: ran all unit tests
9 Months Ago
Update: Don't pad last column Tests: ran unit tests
9 Months Ago
merge from Player_Seed_EyePositions
9 Months Ago
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
9 Months Ago
updated backpack offsets for some weapons
9 Months Ago
Bugfix: Fix test table layout when there are not enough values compared to rows - Added new unit tests to cover abnormal cases Tests: ran unit tests
9 Months Ago
initial implementation of a grid-based hydraulic erosion system in the jobsystem - super fast - super wrong - needs a lot more parameter/constant tuning to get good results, but it's functioning
9 Months Ago
Fixed spelling of re'ceive on teas
9 Months Ago
Fixed right eye being flipped upside down
9 Months Ago
reworked the layout and flow across the scafholds, planning where the overgrowth should play a role visually and for blocking traversal in some areas
9 Months Ago
Only use Update for environment volumes in the editor as they only need updated outside of playmode if their transform has changed
9 Months Ago
all gestures anims use v4RustPlayerMask
9 Months Ago
Missed Materials Files
9 Months Ago
Updated missing skinsets with eyepositions
9 Months Ago
Added Second Water Treatment Tank Packed Mask Material
9 Months Ago
v4 holdtype anims use v4RustPlayerMask
9 Months Ago
backup
9 Months Ago
Added New Water Treatment Tank Model and Pump Textures and Material
9 Months Ago
unarmed anims use v4RustPlayerMask
9 Months Ago
Compile errors
9 Months Ago
beehive_fixes -> main
9 Months Ago
- Actually expose the temperature (makes it way easier to see whats going on) - Can now run a beehive in the snow with enough heaters
9 Months Ago
Player seed updates
9 Months Ago
Update: standardized WaterVolume usage across tests - Also fixed a couple small bugs in rarely used water perf tests Got a couple TODOs left to clean, and will start merging back to main Tests: ran all tests
9 Months Ago
Missing status panel files
9 Months Ago
- Add a status panel so its easy to see if a beehive is producing or not producing honeycomb - Wrote new inventory check full methods to double check partial stacks - FIx a bunch of terribly timed inventory checks
9 Months Ago
Removed Old Water Treatment Tank Materials, Textures and Model
9 Months Ago
Created new cinematic.deployable with cinematic materials and swapping the deferred normals shader for the standard shader. Broken item deployable
9 Months Ago
Update: moved player caching to FinalizeTickParallel Tests: ran unit tests and played back server staging demo twice - numbers match expected range
9 Months Ago
texture resizing
9 Months Ago
obsidian tool viewmodel and worldmodel added .entity/.icon/.item/.projectile/.viewmodel/.worldmodel hooked everything up
9 Months Ago
bee_rebalance -> main
9 Months Ago
Rebalanced multiple and single bee swarm damage
9 Months Ago
Missed files