userandrecancel
reporust_rebootcancel

10,539 Commits over 4,324 Days - 0.10cph!

7 Days Ago
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8 Days Ago
Adding back a PaintableReactiveTarget script that's just inheriting from ReactiveTarget and is otherwise empty, with the old GUID, so if some random build references that GUID it's valid (possibly the worst hack in all of Rust, thanks asset bundles)
8 Days Ago
Updating entity labels (probably does nothing but PaintableReactiveTarget no longer exists)
9 Days Ago
Moved a bunch of textures out of content.bundle to textures.4.bundle as we started hitting the file size limit on content.bundle again
3 Months Ago
3 Months Ago
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Cherry picking 137160 instead of merging from main (getting client compilation error from 137130)
3 Months Ago
CodeGen
3 Months Ago
Merge from main
3 Months Ago
Protobuf
3 Months Ago
Merge from save273
3 Months Ago
Merge from main (this is broken, manual protobuf rebuild to follow)
4 Months Ago
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Added deep sea "biome" for: - Color grading - MaterialConfig This works different than other biomes: - The deep sea "biome" is never blended with other biomes, as it's a separate instance - This is helpful, since the terrain biome map only has 4 channels (+ the absence of any of the channels, which is jungle) - Code has already been added for special handling of the deep sea for weather and some shaders, both of which have different logic than just blending in another biome - Best way to picture the deep sea "biome" is as a "biome layer" that toggles to an entirely different set of weather and terrain / ocean configs, as set up by Jake, Petur and Brian - It still needs to show up in some systems that allow for customization per biome, like color grading and MaterialSetup, possibly others (tbd) - The deep sea biome is not patched into the shader code, since we never lerp between it and the other biomes (avoiding the additional overhead for our already-complex shaders) - Since the deep sea uses an entirely separate terrain and water config, neither of those systems need to blend the deep sea with the other biomes either - The deep sea terrains can use entirely custom splats (currently using 2 distinct sand splats) - Technically deep sea terrain could use their own 5 biome layers which could be entirely different from the ones of the main terrain (hence the "biome layer" analogy) Shelved all the shader code since I originally implemented all of it as I did for jungle before I realized it's all bullshit for this
4 Months Ago
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