198,763 Commits over 4,140 Days - 2.00cph!

6 Years Ago
tweaked confirmation button tweaked some gameplay UI element sorting adding blob shadow shader/mat/setup, switching the shadow options to : on, simple, off removing some unused asset fixed some warning
6 Years Ago
old skin approval
6 Years Ago
Fix for missing rhib.prefab in manifest
6 Years Ago
[D11] [#2020] Potential fix for decaying issue
6 Years Ago
Removed some (currently) unused input functionality (target cycling)
6 Years Ago
compile fix
6 Years Ago
Fixed players clipping through underside of oilrig dock
6 Years Ago
fixed rotated collision on stairs_ushaped_mirror (need to check non mirror?) added surface_default_6x6 texture
6 Years Ago
MaterialUpgrade boilerplate
6 Years Ago
Fixes for last input commit
6 Years Ago
Merge from main
6 Years Ago
Conveyor stuff
6 Years Ago
Tree manager - fixed missing material in bundles, fixed felled trees to being removed from instancing manager
6 Years Ago
[D11] [UI] Vending Machines now adjust quantity with triggers. You can now buy from vending machines using the [X] (face button left) button. Added correct input prompts on nav bar for vending machines.
6 Years Ago
[D11][OFFSCREENPARTICLES] Bug fixes ( still not enabled ). Need to do the shader replacement in a non-hacky way.
6 Years Ago
more
6 Years Ago
util.JSONToTable ignores the UTF-8 BOM
6 Years Ago
Pipeline asset
6 Years Ago
Import hdrp
6 Years Ago
Fixed terrain base map not available from shader lod 101 to 199
6 Years Ago
Removed alpha from diffuse/emission/occlusion/detail that didn't use it Updated some materials to use /Rust/Standard shaders instead of /Standard
6 Years Ago
Merge non-readable meshes branch
6 Years Ago
more input work
6 Years Ago
Added option to split shadow casting instanced meshes into separate shadow/non-shadow instances for improved culling
6 Years Ago
Updated mesh import flags to make more meshes non-readable and streamable to save memory (saves about 175mb on the 4k map i'm testing with)
6 Years Ago
Cherry picked powerline_pole_a light removal
6 Years Ago
Corpses no longer inherit the network group from their parent (should greatly reduce cargo ship networking overhead)
6 Years Ago
Added Optimize/Find Material Optimzations Fixed a few OcclusionMaps with alpha
6 Years Ago
[D11] I've had this shelved for a while - switch to the probex sky reflections, but add the TOD elements, so it's similar to medium quality on PC. Tested with MainCamera re-enabled (currently disabled due to postfx being disabled). Saves a chunk off the engine culling.
6 Years Ago
merge
6 Years Ago
Material Index
6 Years Ago
[D11][OFFSCREENPARTICLES] Not enabled yet, just want to get them on.
6 Years Ago
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6 Years Ago
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6 Years Ago
[D11] [UI] Controls screen icons size increased for readability.
6 Years Ago
[D11] [UI] Fixed Controls menu not working on Frontend menus.
6 Years Ago
more
6 Years Ago
Some BaseInput cleanup
6 Years Ago
Dropped items no longer inherit the network group from their parent (should greatly reduce cargo ship networking overhead)
6 Years Ago
Rebuilt static fonts (will reduce hitches)
6 Years Ago
[D11] remove the needless FindItemsByItemName operation when the map is closed, this is possible because the drawable map stuff is deprecated, and we've compiled it out.
6 Years Ago
[D11] [UI] More idle anims set to looping.
6 Years Ago
[D11] [UI] HUD stance indicators change update quicker. Weapon idle anims set to looping.
6 Years Ago
don't copy linux steam stuff
6 Years Ago
[D11][OPT]] Take out footstep effects
6 Years Ago
Merge
6 Years Ago
Improved comment on gun injury crime thing
6 Years Ago
Merge ADS fix from Main
6 Years Ago
Bill F pointed out that some async requests were doing way more than they need to. Simplified them here where possible.
6 Years Ago
Fixed LightLOD component triggering update calls every frame for intensity fading Fixed LightEx handling of LightLODs in regards to pooling