reporust_rebootcancel

136,294 Commits over 4,324 Days - 1.31cph!

Today
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Today
Added a broadcast refresh when the PhotoFrame paintable source is updated which fixes issues with some surfaces not updating correctly and reduced the number of broadcast refreshes that are needed for paintable sources
Today
Merge from main
Today
matrix display - enabled emission fresnel to reduce visual screen noise
Today
meds box - removed duplicate renderlod
Today
sulfur box - removed lod4, adjusted lod values, meshlod for matrix tools box - adjusted lod values
Today
ore box - adjusted lod values scrap box - adjusted lod values stone box - adjusted lod values, moved prefab location
Today
meds box - render lod, adjusted lod values metal box - adjusted lod values
Today
food box - lod values adjusted guns box - lod values adjusted
Today
comps box - adjusted lod values explosive box - adjusted lod values
Today
armour box - adjusted lod values, removed duplicate lod charcoal box - adjusted lod values
Today
wood box - updated lod values, removed lod4 ammo box - updated lod values, created art prefabs, adjusted empty transforms to zero
Today
Merge from foliage_instancing_shader_feature
Today
Merge from main
Today
Add alternate slanted grid topology option Fix culling radius calculation Fix LOD scaling cell positions for culling
Today
Merge from fix_guid_null_primitive
Today
Merge from fix_paste_mountable
Today
Merge from heli_fixcars_changes_2
Today
don't need this anymore
Today
Include any SkeletonProperties referenced models as well
Convert hair dye collection to use material parameters for Rust/Standard instead of Core/Hair Added some wip parameters to hair dye properties
Today
Fixed BBQ gibs not being skinned
Today
merge from naval_update/io_boats
Today
merge from workshop_unload_fix
Today
Updated perf text to show the skins waiting to unload count
Today
We now wait 120s before unloading a workshop skins with 0 references Fixes the missing material on gibs of skinned deployables, it was frequent with unpooled prefabs like vending machines
Today
Scan the project for animations we need on the server every build
Today
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
Today
Foundation corner conditional model checks
Today
Foundation corner sockets
Today
Added CornerSocket
Today
Added ModelConditionTest_FoundationCornerLeft and ModelConditionTest_FoundationCornerRight
Support for alpha in cap base colour, gives some more control for lighter skin tones
Switch cap base color to be non-HDR in hairdyecollection
Don't do gamma correction on capbasecolor in hair dye collection
Initial hair work, set up for average skin set collection so not available by default (part 2)
Initial hair work, set up for average skin set collection so not available by default (part 1)
Yesterday
Optimize sleeping bags - switch List<> of all sleeping bags on server to ListHashSet<> so Contains() and Remove() isn't slow - update methods to iterate through list of sleeping bags per player instead of old global list of all sleeping bags on server
Yesterday
further SSS
Yesterday
Tweaked some prefabs ground watch, fixing issues on boats
Yesterday
merge from main
Yesterday
merge from io_boats
Yesterday
merge from hackweek_more_tests
Yesterday
Fixed DeployVolumeEntityBounds showing editable bounds gizmos, its set to entity's bounds at preprocess
Yesterday
Fixed 51 prefabs clipping with the vehicle_large layer, mostly IO stuff again
Yesterday
merge from fix_roof_debris -> main
Yesterday
Also add debris DeployVolume to the top of the normal roof
Yesterday
merge from fix_roof_debris -> main
Yesterday
Fix roof placement not being blocked by debris by adding a DeployVolume specifically looking for debris
Yesterday
merge from main -> fix_roof_debris