reporust_rebootcancel

159,002 Commits over 4,597 Days - 1.44cph!

Today
Fixed buoyancy points never respecting the nextSplashTime interval Moved the interval to the parent Buoyancy component so it's shared between all points and lowered the minimum time between splash fx to 0.1 Fixes audio cutting out when driving through storms (starved audio decoders)
Today
Updated the test to catch more stuff
Fixed RHIB drivers reaching for nothing with their arms stretched out The pooled driver seat kept its cached RHIB when it was reused on another boat, so the hands went for the old boat's wheel
Today
Fixed adobe woodbeams not batching (forgot to add the RendererBatch when implementing wallpaper)
Today
Fixed the rest of the stuff not batching: - Crypt stairs and spiral landings - Adobe roof lines and low wall corners - Brick roofs - Twig roofs and roof lines - Brutalist triangle spiral landing
Today
Merge from main
Today
viewmodel updates - tightened up fire anims - edited reload & bolt pulls to avoid clipping when using a scope - added a new deploy with stock so it can be played at correct speed - added sound events - set deploy stock in animator back to 1
Today
- scope attachment position update
Today
Fixed gingerbread building skin not batching at all
PT boat turrets: front turret uses the regular crosshair & wider front aimcone - less damage on both - Front 50cal guns: aimCone 0.2 -> 1 - Front and rear 50cal guns: damageScale 1 -> 0.75
give front pt boat turret the regular crosshair rather than a dot
Today
Fix line endings
Today
Fixed HQM walls, frames and spiral stairs LOD0 blocks not batching
Today
Updated Nailgun World Model to Fix World Model Nails having wrong UV Channels
Today
Updated Nailgun Nails LOD distance so shouldn't change to quickly
Today
Merge from distance_flare_extended_range
Today
Request the highest mipmap level for distance flares so they don't use a 1x1 texture (they have no Renderer component)
Today
Fixed none of the ramps batching across all skins
Only spawn 1 boat group at large oilrig - not 2
Light ink opacity value in shader, brighter ink contributes a little less than darker ink to avoid colours being too intense/saturated Simplified tattoo colours
FIx player legs freaking out after swapping between both turrets on the pt boat turret
Today
Speculative fix for ocean water appearing inside canyons placed near the shore - extended Mountain topology on `ue_canyon_[abc]` to prevent Water topology where canyons dig below sea level. This required a small radius increase on `ue_canyon_b` & S2P Couldn't reproduce the original report.
Today
merge from bird_critters (lots of bugfixes, no added features)
Today
Fixed space station roofs and wall corners not batching
Today
Battery FX for half and full charge. New script for better PFX system lighting. (Cookie support, rotation etc)
Today
fix NPCNetworking test, gulls don't have the NPCNetworking component since they don't need the RustNavMeshAgent and things.
Today
try fix entity_distance when shooting gull groups - increase size of flying bounds - flock tracks the group better, with an anchor parameter in the flocks - scatter or "take off" phase has additional bounds step, as the birds spread out the most here
Today
Fixed frontier building skin not batching at all: - set read/write true on all FBXs - set AllowSubmeshes to true on the ramp prefabs
Today
first pass on improvements - improved push/pull that actuall feels like it's pushing and pulling, much more intutive - mirror mode for X/Z/XZ
Today
One more CullWhenInside iteration, the previous one could cause big delays in bushes updating in the jungle, due to all loaded bushes clogging the work queue Now: One grid for bushes, one grid for foundations, no work queue, no physics
Today
Slightly lowered radius, fade, and blend map of satellite scene to stop huge radius overhang
Today
Added test checking building skin meshes are all batchable 87 are failing
Today
gull group fixes & improvements - stronger obstacle avoidance when taking off from land point - removed per-frame raycasts from the scattering run (might have been the stutter) - add step height 0.1m for walking gulls, so they stay on the surface they landed on - landing groups only startle against players within 6m, instead of any target seen in the last 15s - gull corpses inherit velocity - try fix "entity_distance" when shooting flying and landing gulls by adjusting bounds depending on state - groups spawn in deep sea with a hook into DeepSeaManager, since populations make it not naturally spawn - birds turning into animators are capped per frame because its the heaviest cost for reactivation
Today
merge from main
Today
merge from scrapking_batching_fix
Today
merge from main -> base_occlusion
Today
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Today
Fixed scrap king building skin not batching: - set AllowSubmeshes to true on all prefabs - set wall frame and floor triangle frame fbx as readable
Today
Rich Crocodile pie icon setup/import
Today
uzi balance + condition doubled
Today
Don't paint grass or forest splat on ocean or oceanside terrain when placing monuments - fixes large monuments sometimes painting green patches under water
Fix RTL text not formatted correctly when passed as an argument whilst the set language is not RTL
Today
Removed remaining Add/Get/Remove command buffer from camera/light calls and CameraEvents, as those are BiRP only
Today
Update(editor): start working on ContentDir build process Translation from AssetBundle mapping seems to work, need to figure out how to treat scenes and try actually generating data Tests: ran it for server, inspected produced ContentDirRoot(unity doesn't recognize it, but raw data is there)
Today
re S2P floating city scenes - was missing seagull points
Today
add gliding, birds in flocks dont flap while gliding downwards increase flee distance to 1000 so they path across map and can be used to track explosions better crows circle corpses from higher above
Fix animal names not working with RTL languages
Today
Fixed AO issues on receiver.
Enabled mip streaming on 1012 textures (all have renderers) - Props: 155 textures, ~301MB - Deployables: 94, ~253MB - Monument structures (apartments, rentable shops, industrial, blockers): 237, ~245MB - Generic shared textures: 71, ~199MB - Weapons, mods and charms: 74, ~168MB - NPCs and animals: 88, ~132MB - Tools: 30, ~82MB - Player clothing and hair: 74, ~32MB - Misc (satellite, horse, ladder hatch, event props, food, nature): ~313MB At full res these were ~1.5GB of VRAM
Today
edited ik hand positions on dpv deployed prefab, exported 3p dpv updated anims and set them to loop