reporust_rebootcancel

127,249 Commits over 4,109 Days - 1.29cph!

2 Days Ago
Change proc anim components tick order, should be spine, then tail, then head
2 Days Ago
Do not tick procedural anim components when entity is culled
2 Days Ago
merge from projectile_jobs
2 Days Ago
Added and Setup Naval Improvised Plank Gibs
2 Days Ago
Update: BaseRaidBench - ensure results use 3-part format for key Tests: none, trivial change
2 Days Ago
New: Scenes/Benchmark editor top bar menu Tests: used all in editor - correct scenes opened
2 Days Ago
Added volumetric clouds option in the new settings menu
2 Days Ago
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
2 Days Ago
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
2 Days Ago
Modular Boats Small Ramp - First Iteration
2 Days Ago
Put cache under mode instead
2 Days Ago
Added prioritise premium toggle
2 Days Ago
server/none compile fix
2 Days Ago
cleaning up projectile TransformAccessArray properly
2 Days Ago
Update: BaseRaidBench - remove Projectile.Batched override Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally Tests: ran the scene
2 Days Ago
Deleted Unused Collider Mesh
2 Days Ago
Setup Naval Improvised Plank Prefabs, Colliders, LODS
2 Days Ago
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
2 Days Ago
Merge from main
2 Days Ago
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
2 Days Ago
swap "survival" to "vanilla" Use correct tags for hardcore, softcore and primitive filtering modes
2 Days Ago
Merge from waterpump_occlusion_fix
2 Days Ago
Fluid switch and powered water purifier loop audio now also affected by occlusion.
2 Days Ago
Smart mode sorting (mode priority first then players)
2 Days Ago
Sorting via mode
2 Days Ago
enabled batched projectiles by default
2 Days Ago
Merge from main
2 Days Ago
Swap to buffer list as its faster
2 Days Ago
Bake mode into server info instead of ui entries
2 Days Ago
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
2 Days Ago
Merge from main
2 Days Ago
WIP work to speed up culling (AVX fix)
2 Days Ago
WIP work to speed up culling (AVX fix)
2 Days Ago
Display proper mode in server entries
2 Days Ago
Merge from tugboat_toot 🎺
2 Days Ago
Adjuested LOD distances on floating walkways
2 Days Ago
Restore changes and fix compile errors
2 Days Ago
Foliage assets rebake
2 Days Ago
- Updated the Rust Render Pipeline asset to hook up the new pipeline shader assets. - Updated the plastic .ignore config to ignore the .git folder from the Rust.RenderPipeline package. - Updated the packages-lock.json to have the correct name for the Rust.RenderPipeline package.
2 Days Ago
Added the Rust Render Pipeline package back to the project
2 Days Ago
Reducing tricount of some floating walkway LOD0s
2 Days Ago
Merge from main
2 Days Ago
Removing Rust Render Pipeline package so it can be renamed
2 Days Ago
Merge from compass
2 Days Ago
Merge from main
2 Days Ago
Setup for weapon rack
2 Days Ago
Individual trigger re-parenting test.
2 Days Ago
Testing out drawing on the in-game map, only has basic functionality right now
2 Days Ago
Merge from parent
2 Days Ago
Merge from main