reporust_rebootcancel

107,014 Commits over 3,836 Days - 1.16cph!

2 Years Ago
removed unnecessary textures in the green control panel material added more decals to the decal albedo for the train (still more room for variety and control panel dials) updated train mesh with some more decals on the exterior and on the cabin interior.
2 Years Ago
merge from main
2 Years Ago
New benchmark demo
2 Years Ago
Properly rendering multiple placements, updating buckets when new cells are active, basic culling.
2 Years Ago
-Adjusted height of the box geometry surrounding the coupler to match couplers on workcarts -separated out the light materials red/green/white and also headlights so they can be controlled as necessary
2 Years Ago
updated train mesh -removed some geometry that wasn't needed in cabin -added some displaced floor tiles to the walkways so it's not so even
2 Years Ago
Fixed floating wooden barricade cover - accepted placement on the default layer
2 Years Ago
Fix premade decals getting incorrectly destroyed while spawning, fixes save/load issues
2 Years Ago
Sprays are now decay entities and last three hours Exposed via global.SprayDuration/global.SprayOutOfAuthMultiplier convars
2 Years Ago
Fix not being able to use stored water on a spray when sprayed on terrain
2 Years Ago
Increased spray duration to 6 hours (temp, will convert to decay soon) Re-enabled rain check invoke
2 Years Ago
Added a free hand spray attachment, must be inserted into the spray can to allow free painting
2 Years Ago
Fixed zipline building blocks not properly calculating on multiple hops Fixed some inconsistencies between client and server building block generation
2 Years Ago
rebaked out uv2 ao for the train - mucho nicer now fixed a couple vertex paint issues updated prefab
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
extended the length of the train from 16m to 19m and adjusted the mesh detailing accordingly updated collider to compensate for this updated stripe texture to properly compensate for length of train and required size of stripes need to rebake the uv2 ao
2 Years Ago
Finalized miltun area geometry
2 Years Ago
Miltun surroundings sculpts
2 Years Ago
Set up a basic shader and renderer for testing.
2 Years Ago
disabled egg suit very rarely appearing in high quality bags
2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
update to cabin interior and control base added green variation albedo and metallic of trim (querying this if it's needed but keeping for now)
2 Years Ago
Tweaked ladder placement on TrainWagonC
2 Years Ago
Setting up placement renderer, managing active window of cells.
2 Years Ago
Desertified miltun finalization WIP
2 Years Ago
material and prefab update tweaked some materials adjusted ladder volume to not intersect with mesh collider
2 Years Ago
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2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
phrases
2 Years Ago
merge from main
2 Years Ago
Potential improvement for layout fps drop when item pickup notice is on-screen (eg. after hitting a tree) Remove RustLayout and replace with a simple spacing component that doesn't implement the layout interfaces and runs in an update
2 Years Ago
Merge from main
2 Years Ago
Fixed placeholder New text on blueprint buttons
2 Years Ago
Enable it on the base WorkCart as well
2 Years Ago
Add support for the player to transition directly to another parenting trigger instead of briefly unparenting entirely (allowTransitionToOtherParentingVolume on TriggerParent) Should provide more reliable behaviour when moving between parenting volumes at high speeds Only enabled on above ground train cars
2 Years Ago
Raised all train trigger parents to the height of the highest one, to help with jumping between wagons
2 Years Ago
Extended the parent trigger length further on all wagons and the above-ground work cart
2 Years Ago
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2 Years Ago
Fixed some alignment issues on answering machine UI
2 Years Ago
Fixed footstep sounds always being barefoot sounds after changing to other footwear in inventory (broke in 65844). Cause: - uiPlayerPreview called RebuildWorldModel with a custom playerModel - RebuildWorldModel called SetDefaultFootstepEffects on the main player model, but then called OnDressModel on the inventory preview model Player model was now reset to default footstep sounds, while the preview model got assigned the boot sounds.
2 Years Ago
new ao texture mask
2 Years Ago
improved uv2 ao on main train updated mesh
2 Years Ago
Merge Main -> General QOL
2 Years Ago
Updated train model Detailed cabin interior surroundings separated cabin interior entirely from train mesh, now has its own uv2 ao prepping for controls being modelled fixed some gaps in the mesh
2 Years Ago
Miltun surroundings desert conversion
2 Years Ago
Fixed geometry around remaining cliffs
2 Years Ago
Properly integrated compute CheckPlacement into foliage grid