reporust_rebootcancel

135,968 Commits over 4,474 Days - 1.27cph!

Yesterday
Fixed the rendering of the night light and prevented it from rendering during the day
Yesterday
smallbackpack material tweaks - set textures to stream, fixed itemname, fixed workshopsource url
Yesterday
merge from piemenu_binds_feedback
Yesterday
Fixed the ambient probe lighting and removed Rust.Global dependancy from the RRP asmdef
Yesterday
Fixed some letter being truncated
Yesterday
CRLF to LF line endings for the BlurOptimized shader
Yesterday
Added the night light renderer feature and pass
Yesterday
texture update to wooden crate 2
Yesterday
remaining items
Yesterday
elite crate and wooden crate 2
Yesterday
Added the night light volume component
Yesterday
merge from main
Yesterday
Experimenting with throttling animator updates by screen space of characters Added a Burst loop that calculates the screens space of every player model Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread
Yesterday
Fixed DecalCull components not showing decals at all at lowest quality settings This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level Decals on low settings now pop in pretty obviously, but at least they render when up close Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
Yesterday
Fixed vending machines being able to accept stacks greater than the max and create illegal stack sizes (eg. order requires 1001 wood and you pay with a stack of 3000 wood, vm will now create two stacks in storage)
Yesterday
Fix RRP colour grading Lift not being applied correctly
Yesterday
Freezer fx tweaks & cleanup
Yesterday
Removed animator from non-interactive elevator door in destroyed wing
Yesterday
Merge from main
Yesterday
Merge from weathereffect_queue
Yesterday
Missing partial, compile fix
Yesterday
Merge from weathereffect_queue
Yesterday
Fixed work queue not compatible with reset static fields (abstract class)
Yesterday
Merge from weathereffect_queue
Yesterday
Fixed AuroraEffect Change budget to 0.02ms
Yesterday
Merge from apartment_complex_monument/wire_shadow_fix (fixes powerline shadows)
Yesterday
Merge from vm_currency_drop_fix
Yesterday
merge from canbe_charms_audio
Yesterday
merge from main
Yesterday
fix up charm equip/unequip sound implementation
Yesterday
Possibly fixed VM issue that was cuasing currency to be dropped from the back of the VM in some cases
2 Days Ago
Bugfix: ignore set calls if occlusionculling instance hasn't been created yet Tests: compiles
2 Days Ago
Merge: from culling_falsepos_improv - Bugfix for NRE blocking connection to the server Tests: none, trivial change
2 Days Ago
Compile fix 2
2 Days Ago
Merge from culling_falsepos_improv
2 Days Ago
merge from flat_estimatedvalue_sleepers
2 Days Ago
merge from culling_falsepos_improv
2 Days Ago
Compile fix
2 Days Ago
merge from demo_shotlist_fix
2 Days Ago
Merge: from culling_falsepos_improv - Update(debug): added a bunch of editor only debug tools to be available in standalone, in culling clientvar group - Update(debug): improved output of some of these tools Tests: used these tools on craggy and apartment
2 Days Ago
merge from piemenu_binds_feedback
2 Days Ago
Fixed Demo "Shot List" and folder buttons not working
2 Days Ago
Merge: from main
2 Days Ago
Fixed bind texts overflowing
2 Days Ago
Update: expose more of culling debug tools - DebugShowStats - same as PrintStats, but continuously rendered to screen - DebugDrawHiZMipChain - draw all depth mip levels on screen - DebugDrawHiZOverlay - overlay specific level of mipchain on the screen, -1 to disable Tests: used all on craggy
2 Days Ago
- Manifest - Demo compat
2 Days Ago
Added some feedback in the pie menu when the +prevskin or +nextskin are unbound
2 Days Ago
main -> game_room_dlc
2 Days Ago
Add a hoverloot variant/keybind that only moves item types that already exist in the target container.
2 Days Ago
Codgen