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11,016 Commits over 4,109 Days - 0.11cph!

11 Years Ago
Added levelSize to Messaages.Approval
11 Years Ago
Increased shadow bias as far as possible without disconnecting it from walls at sunrise and sunset
11 Years Ago
Added LightLOD component to lanterns, campfires and furnaces Fixed lantern and cupboard being pink on b13
11 Years Ago
Changed terrain edge falloff distance to absolute world units to get rid of super steep terrain edges with smaller terrain sizes Added the cliff texture to underwater splat mapping Enabled terrain map post-processing Tweaked some decor densities that have been somewhat off due to the weekend changes Disabled terrain generation threading in-editor again (still seems to be unstable from time to time) Protocol++ (network + save)
11 Years Ago
Made Parallel.For work properly with non-power-of-two index ranges Re-enabled threading in-editor (update to b13 if you want to run the terrain generator)
11 Years Ago
Made tree mesh placeholders spawn whenever the loading screen is invisible Made tree prototypes rebuild whenever they are out of sync Made tree mesh placeholder child objects get moved to the correct layer
11 Years Ago
Fixed pink viewmodel arms on b13
11 Years Ago
Fixed server compile error
11 Years Ago
Fixed that all rocks looked like metal in b13
11 Years Ago
Made my iceberg fix slightly less ghetto
11 Years Ago
Fixed icesheets being pink Ghetto fixed icebergs being super shiny
11 Years Ago
Manually added temporary colliders to the snow trees as they are missing in the speedtree files
11 Years Ago
Made unused components on placeholder tree objects get deleted
11 Years Ago
Merge from tree-batching
11 Years Ago
Refactored decor system for better cross-frame load distribution and faster refreshing
11 Years Ago
Merge from main
11 Years Ago
Added dev.culling <layername> <distance>
11 Years Ago
Made UNITY_STANDALONE_X double-check for !UNITY_EDITOR (bug or feature?)
11 Years Ago
Removed wood piles from the spawn list (chop them trees, people)
11 Years Ago
Fixed incorrect path in bootstrapping on OSX Added Rust.Application.installPath that returns the full path to the install directory (still feels hacky, but at least we have a central point to fix stuff in the future)
11 Years Ago
Merge from main
11 Years Ago
Updated ProjectVersion and ProjectSettings to b12
11 Years Ago
Deleted some stm files, which apparently are just backup stuff that shouldn't be on here Deleted the duplicate tree prefabs since they're already outdated (and even more outdated on the tree-batching branch)
11 Years Ago
Added two more more sln files to ignore.conf (please delete those from your branch again zon)
11 Years Ago
Do full tree batch refresh when the client finished loading
11 Years Ago
Removed random scaling from Spawnable (now handled by TreeMesh)
11 Years Ago
Added Tools->Update->Tree Prefabs and converted all tree prefabs to the new batching system
11 Years Ago
Added initial tree batching system
11 Years Ago
Allow prefab preprocessors to run inside the editor
11 Years Ago
Made Tools->Update->Prefabs never fail
11 Years Ago
Updated prefabs + game manifest
11 Years Ago
Properly setup the rustle triggers on all bush prefabs Changed flower clutter shader to the double-sided foliage one
11 Years Ago
Added ice sheets
11 Years Ago
Made prey animals avoid predator animals
11 Years Ago
Increased animal run speed
11 Years Ago
Fixed AI being disabled in the main procedural scene
11 Years Ago
Added refresh to the decor and grass component context menus for runtime tweaking
11 Years Ago
Time of Day update to 2.3.1 prerelease 5
11 Years Ago
Fixed quit not working (stupid find & replace)
11 Years Ago
Added dev.shaderlod for future performance experiments
11 Years Ago
Moved all trees to the tree layer and all decor to the world layer
11 Years Ago
Made the error handling if Steam is not running a bit more sane in-editor Made the editor pause if the standalone application quits
11 Years Ago
Added mesh position offset to grass system
11 Years Ago
Added (but disabled) post processing step to terrain generation (e.g. per-splat or topology height offsets) Made TerrainMath.GetSplatMaxIndex(...) favor overlays over normal textures
11 Years Ago
Refactored grass system
11 Years Ago
Added separate skew, twist and inset to the grass system (needs tweaking, backup commit)
11 Years Ago
Updated SSAO Enabled 2x downsampling on SSAO Slightly increased SSAO intensity
11 Years Ago
Unduck if pressing jump while ducked
11 Years Ago
OmniSharp-induced code cleanup (even found one bug, yay!)
11 Years Ago
Added "Tools/Update/View Model Prefabs" to disable shadow casting on view models Disabled shadow casting on all current view models