reporust_rebootcancel

142,717 Commits over 4,413 Days - 1.35cph!

Yesterday
merge from automated_testing
Yesterday
Editor only codegen, codegen
Yesterday
merge from automated_testing
Yesterday
Compile fix
Yesterday
merge from automated_testing
Yesterday
- Better world spline inspector - Methods to find closest point on a spline to a world position
Yesterday
testlist
Yesterday
Added RRP support for the dev-only shadow convars
Yesterday
merge from main
Yesterday
m16a2 update. gamemesh and wip textures
Yesterday
exported updated 3p sprint animation
Yesterday
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
Yesterday
Better bounds
Yesterday
Codegen
Yesterday
Dont network ball rotation - its just calculated on the client from velocity information
Yesterday
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
Yesterday
Added ball rolling
Yesterday
missed file
Yesterday
Add drag to the pool ball velocity
Yesterday
networking tweaks
Yesterday
Fixed looping gestures fading out after a single loop (but not actually ending)
Yesterday
merge from mortar_prototype
Yesterday
Fix animation handles not being freed on mortars/cannons in demos
Yesterday
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
Yesterday
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
Yesterday
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
Yesterday
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Yesterday
Power flow debug viz
Yesterday
adding models and final prefab for the nova apartments sign added renderer batch on new bench prefabs some tweaks to scene
Yesterday
Only run physics updates if any of the balls have velocity
Yesterday
Fix for new head hierarchy Since eyes are in their own renderer now we can use the existing eye skinmaterialtype
Yesterday
Merge from unity_6.3.15
Yesterday
Merge from main
Yesterday
Added some mint ddraw and debug commands to help debugging circuits
Yesterday
merge from main
Yesterday
merge from wiretool_reconnect_fix
Yesterday
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
Yesterday
merge from PlayerRigUpdate2
Yesterday
Merge from render_pipeline_toggle
Yesterday
Added a way to toggle the Rust Render Pipeline at runtime
Yesterday
Hide ball when pocketed
Yesterday
Miner hat emission fix
Yesterday
Reduced the natural beehive count from 3 -> 2 and spawn chance from 100% to 0.33% on oak_b. Reduced spawn chance for apples from 100% to 0.5% on oak_d. Doubled the LOD2 distance for apples (on trees only).
Yesterday
Updated the RRP package and made the shadow presets work while RRP is active
Yesterday
testlist
Yesterday
Better fix, also fixes first frame of weapon being held not looking correct
Yesterday
Fix held entity sub systems not working in builds (torches)
Yesterday
Apply to motorbike driver seat as well
Yesterday
Sweapped the snowmobile seats over to use an animation subsystem
Yesterday
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well