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135,772 Commits over 4,474 Days - 1.26cph!

5 Hours Ago
Added new sounds for supermarket freezer
6 Hours Ago
Merge: from culling_falsepos_improve - Update: restore culling.debugshowstats functionality Tests: built debug client standalone, used the command in editor
6 Hours Ago
Update: replace editor GUIStyle with default one to allow culling.debugshowstats to work - remove UNITY_EDITOR defines Tests: built debug client standalone
6 Hours Ago
merge from main
Today
Fixed the rendering of the night light and prevented it from rendering during the day
Today
smallbackpack material tweaks - set textures to stream, fixed itemname, fixed workshopsource url
Today
merge from piemenu_binds_feedback
Today
Fixed the ambient probe lighting and removed Rust.Global dependancy from the RRP asmdef
Today
Fixed some letter being truncated
Today
CRLF to LF line endings for the BlurOptimized shader
Today
Added the night light renderer feature and pass
Today
texture update to wooden crate 2
Today
remaining items
Today
elite crate and wooden crate 2
Today
Added the night light volume component
Today
merge from main
Today
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
Today
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
Today
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)
Today
Fix RRP colour grading Lift not being applied correctly
Today
Freezer fx tweaks & cleanup
Today
Removed animator from non-interactive elevator door in destroyed wing
Today
Merge from main
Today
Merge from weathereffect_queue
Today
Missing partial, compile fix
Today
Merge from weathereffect_queue
Today
Fixed work queue not compatible with reset static fields (abstract class)
Today
Merge from weathereffect_queue
Today
Fixed AuroraEffect Change budget to 0.02ms
Today
Merge from apartment_complex_monument/wire_shadow_fix (fixes powerline shadows)
Today
Merge from vm_currency_drop_fix
Today
merge from canbe_charms_audio
Today
merge from main
Today
fix up charm equip/unequip sound implementation
Today
Possibly fixed VM issue that was cuasing currency to be dropped from the back of the VM in some cases
Today
Bugfix: ignore set calls if occlusionculling instance hasn't been created yet Tests: compiles
Today
Merge: from culling_falsepos_improv - Bugfix for NRE blocking connection to the server Tests: none, trivial change
Compile fix 2
Merge from culling_falsepos_improv
Today
merge from flat_estimatedvalue_sleepers
Today
merge from culling_falsepos_improv
Today
Compile fix
Today
merge from demo_shotlist_fix
Today
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
Today
merge from piemenu_binds_feedback
Today
Fixed Demo "Shot List" and folder buttons not working
Today
Merge: from main
Today
Fixed bind texts overflowing
Today
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
- Manifest - Demo compat