reporust_rebootcancel

128,391 Commits over 4,109 Days - 1.30cph!

37 Days Ago
Remove allocs in flanking state
37 Days Ago
Make leaving zone during rush more robust
37 Days Ago
Overcast improvements. Minor SSS tweaks on clear.
37 Days Ago
merge from print_light_counts -> main
37 Days Ago
Fix "Print Lights" doing both ddraw and printing light count
37 Days Ago
merge from main -> print_light_counts
37 Days Ago
merge from party_system -> main
37 Days Ago
Fix more spacing issues
37 Days Ago
merge from jungle_update/spatial-biome-fog/fogmethod1
37 Days Ago
move and fix home news
37 Days Ago
Floating Header and Footer, inventory tweaks
37 Days Ago
Merge from main
37 Days Ago
subtract 124169 (vclouds/fog)
37 Days Ago
- Remove nav blockers in small oilrig - Cache zone on spawn - Discard potential destinations out of zone when peeking or taking cover - Don't flank targets out of our zone, or rush them, unless they got injured or an ally asked for help - Add debug visualization for zone checks - When leaving the zone for any reason, scientists should not filter points outside the zone anymore, or they'll be stuck
37 Days Ago
subtract 124170
37 Days Ago
subtract 124178
37 Days Ago
subtract 124192
37 Days Ago
subtract 124209
37 Days Ago
Various improvements to the `debug.lookingat` command - now works on more objects and displays more information.
37 Days Ago
compile fix
37 Days Ago
Pilot Hazmat - WIP helmet model/materials
37 Days Ago
merge from main
37 Days Ago
Floating cities greybox progress
37 Days Ago
More dumb fixes
37 Days Ago
Ensure they are both set to off
37 Days Ago
Fixes for the crafted item and new item blur backgrounds
37 Days Ago
Adding cow animation exports and clip set up
37 Days Ago
Use Application integration instead of my rubbish pipeline for those notifications
37 Days Ago
Inventory Modal
37 Days Ago
Initial setup for new AI zones (zones they don't want to leave unless they have a very good reason like pushing an injured player) This is to avoid all the scientists going on the same floor to fight upon hearing the first shot, instead they should cover the entrances to their floor and only move between floors on special occasions Previously this was done with navmesh blockers, but they prevent the scientists to ever pushing in another floor
37 Days Ago
Fixed NRE when connecting to a server
37 Days Ago
Give the player a notification in the menu if a new rust version has been released on Steam. Pipeline to grab manifest changes with an event.
37 Days Ago
Disabled the CameraAtmosphericScattering component on the Main Camera prefab temporarily to fix visual issues
37 Days Ago
Fix scientists not shooting back when sniped from very very very far away
37 Days Ago
Hook up twitch drop data on the clientside
37 Days Ago
Wire up 'latest changeset' data on the clientside manifest
37 Days Ago
Add some Y offsets to the buoyancy points on the walkway prefab
37 Days Ago
Merge from indirect_instancing (complete working changes)
37 Days Ago
Enable instancing on all supported materials
37 Days Ago
Enable Read/Write on all prefab meshes
37 Days Ago
Build manifest
37 Days Ago
Fix scientist flicking too fast when hurt or hearing sound while they are unaware (bug in suppressive fire)
37 Days Ago
merge from erosion
37 Days Ago
Remove UI window and fix escape captures
37 Days Ago
Prevent shooting too long at where target was after it left
37 Days Ago
Bring scientist health back to what it was, hook hazmat protection values on top
37 Days Ago
add ui window script to modal on inventory
37 Days Ago
Prevent noise event boxing and allocation when used in hashset
37 Days Ago
pushing inventory changes, dialog still borked
37 Days Ago
Add Hidden/Rust/Spatial Biome Fog/Shadow Map Downsample and Hidden/Rust/Spatial Biome Fog/Terrain Maps Process to always included shaders (Project Settings -> Graphics)