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125,171 Commits over 4,079 Days - 1.28cph!

Yesterday
Pilot Hazmat - WIP helmet model/materials
Yesterday
merge from main
Yesterday
Floating cities greybox progress
Yesterday
Ensure they are both set to off
Yesterday
More dumb fixes
Yesterday
Adding cow animation exports and clip set up
Yesterday
Fixes for the crafted item and new item blur backgrounds
Yesterday
Use Application integration instead of my rubbish pipeline for those notifications
Yesterday
Inventory Modal
Yesterday
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
Yesterday
Fixed NRE when connecting to a server
Yesterday
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.
Yesterday
Disabled the CameraAtmosphericScattering component on the Main Camera prefab temporarily to fix visual issues
Yesterday
Fix scientists not shooting back when sniped from very very very far away
Yesterday
Hook up twitch drop data on the clientside
Yesterday
Wire up 'latest changeset' data on the clientside manifest
Yesterday
Add some Y offsets to the buoyancy points on the walkway prefab
Yesterday
Merge from indirect_instancing (complete working changes)
Yesterday
Enable instancing on all supported materials
Yesterday
Enable Read/Write on all prefab meshes
Yesterday
Build manifest
Yesterday
Fix scientist flicking too fast when hurt or hearing sound while they are unaware (bug in suppressive fire)
Yesterday
merge from erosion
Yesterday
Remove UI window and fix escape captures
Yesterday
Prevent shooting too long at where target was after it left
Yesterday
Bring scientist health back to what it was, hook hazmat protection values on top
Yesterday
add ui window script to modal on inventory
Yesterday
Prevent noise event boxing and allocation when used in hashset
Yesterday
pushing inventory changes, dialog still borked
Yesterday
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)
Yesterday
Fixed connection modal not opening after my last set of changes Ensure modded references the correct category counter
Yesterday
Allow UI_Window base implementations
Yesterday
Fixed new crafted item popup throwing NREs Removed old new item popup
Yesterday
Updating cow fbx with bones
Yesterday
Changed verticle abyss mesh collider material from wood to metal
Yesterday
Further session page and connection modal changes
Yesterday
Attempt to fix crafting
Yesterday
merge from main
Yesterday
Don't fail builds when file timestamps could not be set
Yesterday
Improve automated indirect instancing tools
Yesterday
Crafting and New Item prefab redesign + setup
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
potential SpatialBiome shader fix
Yesterday
merge from main
Yesterday
Testing floating entity script
Yesterday
Bring back compute changes
Yesterday
merge from indirect_instancing (code, shaders, prefabs)
Yesterday
Bring back supported shader changes and includes
Yesterday
Bring back prefab changes