reporust_rebootcancel

159,240 Commits over 4,597 Days - 1.44cph!

Today
fix tattoo file storage after merge from main
Today
Restore alien costume sitem meta guid, changed in 167536 making it uncraftable
Add pause between being allowed to rename after petting livestock to prevent accidental double taps starting a rename
Today
Removed parts of the TOD system that are no longer needed in RRP
Today
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Today
exported tattoo gun vm anims and linked textures to rig
Today
let FSM graph debug selected client entities in the inspector (just find the server entity from the client one)
Today
Removed stray terrain tile from compound prefab. Softened splat blend slightly to improve transition in arid areas. Repainted blend to fall within radius/fade. S2P. Tested in proc map.
Today
Merge from main
Today
Fix NRE in Rust+ CameraInput when the target camera was destroyed
Today
update (added stand)
Today
- Removed more old image effects - Updated scenes and prefabs to remove old missing components
Today
merge from main
Moved info and net into small icon buttons next to the console tab, matching the store's sub buttons - Green when open, tooltip on hover - Removed the main menu mask from them so the icons show the first time F1 opens - Graph dot size is now a setting, smaller dot in the f8 widget
Today
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Today
Updating branch; merge from main
Today
Fixed brown crate spawning inside the floor when lighthouse hasnt been repaired. S2P Lighthouse
Today
merge from main
Today
Fixed railway tracks getting buried by terrain from TerrainHeightSet smoothing of cliff backfaces as well as rail terrain and road terrain stages - new World Setup stage 80 `Rail Lift` to look for buried rail and gently raise. Overlapping rails/junctions/sidings are lifted together so junctions line up. Tested 5 seeds in editor, observing better rail visuals and no issues using the workcart. 0.4s stage time
merge from stencil_changes
expanded tattoo ink colours
Today
Merge from main
Today
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
Today
Merge from indirect_instancing/stable
Today
Procedural caves 7 - removes the old cave monument prefabs
Today
Procedural caves 6 - cave well prefabs from procedural_caves
Today
Procedural caves 5 - cave_entrance_c prefab in bundled caves
Today
Procedural caves 5 - removes the old cave segment prefabs from bundled caves
Today
Procedural caves 5 - cave segments batch 1 - moved from caves to autospawn cave-segment
Today
Procedural caves 4 - procedural entrance a scene and prefab
Today
Procedural caves 4 - ProceduralMapCave and test scenes, cave hull preset
Today
Procedural caves 4 - procedural entrance b scene and prefab
Today
Procedural caves 3 of 7 - cave_entrance_c and arid cliff models and prefabs
Today
Procedural caves 2 of 7 - World Setup caves step, caves_dressing merge, mine entrance volume, old cave scene labels removed
Today
Procedural caves 1 of 7 - generator code - configurable limits, new placement checks, Cave infrastructure type
Today
- Removed the old binocular overlay material and shader - Removed the amplify occlusion scripts - Removed missing scripts from various prefabs and scenes
Today
merge from /brutalist/stagingpartvisibility
Today
merge from main
Today
Fixed the 14 different explosion master prefabs to work with the updated screen shake. Adjusted timings on med_mushroom flowmap for smoother playback.
Today
Shitload of client player boat performance optimisations, including very worst-case Edit Boat check 4ms a frame -> 0.03
Today
Brutalist Rock - Updated prefabs to use the StagingPartVisibility script
Today
Updated M79 Grenade Launcher Textures
Today
Added: Staging Part Visibility Component - Updates renderer visibility by stages based on item condition (health). Updates viewmodel, worldmodel and entity (client-sided)
Today
Cherry-pick BRG shadows into 6.7 (Experimental)
Today
Reduced and softened blend of Excavator. Reduced radius/fade slightly to better fit. Regenerated terrain anchors with new blend based component. S2P. Tested in proc map.
Today
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