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126,711 Commits over 4,109 Days - 1.28cph!

10 Years Ago
Prefab scenes update Roads dont cast shadows
10 Years Ago
Road LODs
10 Years Ago
NRE fixes
10 Years Ago
Tweaked player mats
10 Years Ago
Disabled projectile penetration on players (for better damage predictability, related to 12922)
10 Years Ago
Touched speedtree shaders; also using rust/standard brdf
10 Years Ago
Switched to analytic preintegrated skin/sss brdf approximation; added curvature; fixed subsurface normal not getting detail layer; tweaked materials Moverd skin shader back into deferred path (had to remove fuzz) Touched all shaders using rust/standard brdf
10 Years Ago
Simplified player colour skin lut
10 Years Ago
SSR early out on occluded water pixel
10 Years Ago
train wagon greybox UV update
10 Years Ago
Updating greybox meshes to have proper ground UVs
10 Years Ago
RUST-449 - Fixed broken path to pipe colliders
10 Years Ago
merge from main
10 Years Ago
backup
10 Years Ago
semi auto clipsize changed to 16 bullet speed reduced damage slightly increased (roughly 25 per shot)
10 Years Ago
semi auto rifle does less damage but bullets move faster player uses updated skeleton, more even damage scalars
10 Years Ago
Semi_Auto Rifle : shortened the blend time between reload --> idle ( fixing the weirdness that occurs when player goes into ADS after reloading)
10 Years Ago
Implemented goosey's silencer model
10 Years Ago
Implemented goosey's holosight model
10 Years Ago
Fixed issue that could force LOD0 to always be visible
10 Years Ago
Connect fix
10 Years Ago
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
10 Years Ago
Fixed error spam on connect
10 Years Ago
Fixed seams in foam noise texture More foam options; parity
10 Years Ago
sidewalk textures final road models (still needs a LOD pass) dungeons tweaks/updates for roads
10 Years Ago
Merge from uber-batching
10 Years Ago
Compile fixes (CLIENT / SERVER)
10 Years Ago
Merge from main
10 Years Ago
Automatic batch splitting when vertex count limit is reached
10 Years Ago
Updated water and river materials
10 Years Ago
Water specular and smoothness control (doesn't affect SSR)
10 Years Ago
MeshCull plays nice with batching
10 Years Ago
Updated default border
10 Years Ago
Batched mesh readonly fix
10 Years Ago
Skip LODs that use multiple submeshes (for now)
10 Years Ago
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon Tweaked/fixed water border rings
10 Years Ago
Command line -connect test
10 Years Ago
Print command line during bootstrap
10 Years Ago
Include mesh upload time in load balancing considerations
10 Years Ago
Scripts can declare that they handle batching (IBatchingHandler)
10 Years Ago
Retired LODBatch (use RendererBatch)
10 Years Ago
Generic deployable prefabs
10 Years Ago
Barricade prefabs
10 Years Ago
Building deployable prefabs
10 Years Ago
10 Years Ago
chat.Broadcast spacing
10 Years Ago
Merge from main
10 Years Ago
tweaked semi-auto reload
10 Years Ago
Removed some un-needed errors
10 Years Ago
Don't receive voice chat when dead