reporust_rebootcancel

138,434 Commits over 4,505 Days - 1.28cph!

Large crashed station progress
Forgot to set the type on the prefab variants. Also make default materials on prefab variants the appropriate colours
Add prefab variants for red and yellow recyclers Fix the OnSyncVar change method for the recycler type using the server only version
Yesterday
set admire anim speed scale to 1 on vm glass ar anim.controller. Exported updated deploy/reload vm anims with animated camera and fixed fire anims 1 and 2
Yesterday
Add orbitcamhold convar which allows the third person orbital camera to stay where it is when letting go of alt rather than reverting back to behind the player
Yesterday
Improved pool table 3p setup: - Hand stays closer to the table rather than floating - Some spring motion to the cue as we want back and forth - Swap to closer vs further animation depending on distance from the cue ball
Yesterday
Adding refresh rig for machete
Yesterday
industrial combiner/splitter/crafter/conveyor/adapter and igniter now have their own world models optimised LOD0 to be cheaper than burlap sack
Yesterday
Glass AK - reverted order of the ammo UV1 shells for alpha clip, added it to worldmodel
Yesterday
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
Yesterday
Another mass rename to be more descriptive, started set dressing/theming exploration for small randomised rooms
Yesterday
fixed random room spawning
Yesterday
fluid switch/splitter/combiner, heater, door controller, digital clock, pressure pad, laser detector, hbhf sensor, counter, button and seismic sensor now all have proper world models. each lod0 is cheaper than burlap sack
Yesterday
added small tunnel parts, added random room spawn functionality
Yesterday
Remove string interpolation from BlurOptimizedPass
Yesterday
Avoid delegate allocations in SSAOApplyPass
Yesterday
Elimitate GC allocation in terrain depth pre-pass
Yesterday
io entities: splitter, XORSwitch, Rand, Memory Cell, Root Combiner, ANDSwitch, Blocker, Branch, DflipFlop now have proper world models instead of burlap sack. each LOD0 is cheaper than burlap sack, some by a considerable amount.
Yesterday
Cow animation updates
Yesterday
Missed some files
Yesterday
Renamed small train tunnel rooms, fixed pivots, added more shape variety (WIP), renamed placeholder water material,
Yesterday
Fix Forward+ error spam
Yesterday
Fixed audio falloff for the explosion distance
Yesterday
merge main -> rust_relay_server
Yesterday
Fixed CH47 skipping airfield if a server restarts after its been called
Yesterday
optimized bandages worldmodel LOD0, now cheaper than burlap sack
Yesterday
Add a null-check for renderer feature component creation
Yesterday
opitimised sleeping bag world model LOD0 to be cheaper than burlap sack
Yesterday
optimized wall frame netting worldmodel LOD0 to be cheaper than burlap sack
Yesterday
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
Yesterday
weapon rack single 2 and 3 worldmodel LODs optimised to be cheaper than burlap sack
Yesterday
Add more profiler instrumentation
Yesterday
some value adjustments
Yesterday
optimised small spike trap dropped worldmodel lod0 - now cheaper than burlap sack
Yesterday
landmine worldmodel LOD0 cheaper than burlap sack LOD0
Yesterday
properly handle dialog closing on player death and sculpture destruction
Yesterday
optimised new workbench component world model LOD0's which are all now cheaper than the burlap sack
Yesterday
Move volumetric light beam UpdateCameraRelatedProperties work to vertex shader
Yesterday
missed items
Yesterday
optimised worldmodels LOD0 for these specific items to be under burlapsack LOD0 triangle counts
Yesterday
Update sheep sleeping clip lengths
Yesterday
Toggle BeamGeometry component when mesh visibility is set by LOD. Fixes UpdateCameraRelatedProperties running for every disabled beam.
Yesterday
Fixed the player sometimes transitioning to standing animations while swimming near the surface of the ocean Involved fixing a clamp that has always been there and has never worked that minimises vertical input when at the water level This fixes the issue but seems to make jumping out of the water a little harder as the player is much more aligned with the water level, will need some further testing and possible changes to the water jumping mechanic
Yesterday
Don't rotate with stretch.
Yesterday
Initial flare FX.
Yesterday
Fixed NVG scientist heads not appearing on trophies
Yesterday
Better fix, use a TerrainPlacementBlocked component
Yesterday
Subtract 160438, would have had unintended side effects
Yesterday
Painted the area around the crude pumps at dome with road topology to prevent trees spawning there