reporust_rebootcancel

136,733 Commits over 4,324 Days - 1.32cph!

6 Days Ago
wood box - updated lod values, removed lod4 ammo box - updated lod values, created art prefabs, adjusted empty transforms to zero
6 Days Ago
Merge from foliage_instancing_shader_feature
6 Days Ago
Merge from main
6 Days Ago
Add alternate slanted grid topology option Fix culling radius calculation Fix LOD scaling cell positions for culling
6 Days Ago
Merge from fix_guid_null_primitive
6 Days Ago
Merge from fix_paste_mountable
6 Days Ago
Merge from heli_fixcars_changes_2
6 Days Ago
don't need this anymore
7 Days Ago
Include any SkeletonProperties referenced models as well
7 Days Ago
Convert hair dye collection to use material parameters for Rust/Standard instead of Core/Hair Added some wip parameters to hair dye properties
7 Days Ago
Fixed BBQ gibs not being skinned
7 Days Ago
merge from naval_update/io_boats
7 Days Ago
merge from workshop_unload_fix
7 Days Ago
Updated perf text to show the skins waiting to unload count
7 Days Ago
We now wait 120s before unloading a workshop skins with 0 references Fixes the missing material on gibs of skinned deployables, it was frequent with unpooled prefabs like vending machines
7 Days Ago
Scan the project for animations we need on the server every build
7 Days Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
7 Days Ago
Foundation corner conditional model checks
7 Days Ago
Foundation corner sockets
7 Days Ago
Added CornerSocket
7 Days Ago
Added ModelConditionTest_FoundationCornerLeft and ModelConditionTest_FoundationCornerRight
7 Days Ago
Support for alpha in cap base colour, gives some more control for lighter skin tones
7 Days Ago
Switch cap base color to be non-HDR in hairdyecollection
7 Days Ago
Don't do gamma correction on capbasecolor in hair dye collection
7 Days Ago
Initial hair work, set up for average skin set collection so not available by default (part 2)
7 Days Ago
Initial hair work, set up for average skin set collection so not available by default (part 1)
7 Days Ago
Optimize sleeping bags - switch List<> of all sleeping bags on server to ListHashSet<> so Contains() and Remove() isn't slow - update methods to iterate through list of sleeping bags per player instead of old global list of all sleeping bags on server
7 Days Ago
further SSS
7 Days Ago
Tweaked some prefabs ground watch, fixing issues on boats
7 Days Ago
merge from main
7 Days Ago
merge from io_boats
7 Days Ago
merge from hackweek_more_tests
7 Days Ago
Fixed DeployVolumeEntityBounds showing editable bounds gizmos, its set to entity's bounds at preprocess
7 Days Ago
Fixed 51 prefabs clipping with the vehicle_large layer, mostly IO stuff again
7 Days Ago
merge from fix_roof_debris -> main
7 Days Ago
Also add debris DeployVolume to the top of the normal roof
7 Days Ago
merge from fix_roof_debris -> main
7 Days Ago
Fix roof placement not being blocked by debris by adding a DeployVolume specifically looking for debris
7 Days Ago
merge from main -> fix_roof_debris
7 Days Ago
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7 Days Ago
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7 Days Ago
Clean: leave a note why we're not running water traces and raycs concurrently Tests: none, trivial change
7 Days Ago
- Region bug fixes - Ensure category button starts counting players again
7 Days Ago
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7 Days Ago
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 2/2
7 Days Ago
phrases
7 Days Ago
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 1/2
7 Days Ago
Swap in improved IOSwitch Icons
7 Days Ago
merge from fix_copy_paste_duplicate_entity/refactor -> main
7 Days Ago
Go through the SetHeld flow for weapon scientists to allow the lights to be turned on by SetLightsOn