reporust_rebootcancel

121,141 Commits over 4,018 Days - 1.26cph!

9 Years Ago
Added zombies
9 Years Ago
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates) Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
9 Years Ago
Added refresh_stability debug console command
9 Years Ago
Game manager no longer sets the game object name when taking from a pool (performance) Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling) Added additional profiling to LOD, pooling and mesh batching code
9 Years Ago
Added water visibility volumes to natural cave blocks
9 Years Ago
backup cave dressing
9 Years Ago
cherry picking 16646
9 Years Ago
Scene2Prefab dungeons
9 Years Ago
Updating sewer and tunnels, military tunnels, mine tunnels with Environment volumes and Water volumes where necessary
9 Years Ago
merge from main
9 Years Ago
larger barricades prefabs / military tunnels update
9 Years Ago
position tweaks
9 Years Ago
door barricades are now two sided
9 Years Ago
Dungeon spawners updated to the new barricade system
9 Years Ago
Added tint to water caustics
9 Years Ago
▆▊▊█ -_-
9 Years Ago
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9 Years Ago
Wetter shore wetness
9 Years Ago
Fixed tree whiteness caused by homogeneous specular on material; now saturates properly Rust/speedtree shaders: optimized by adding extra keyword to skip spec map in rust/speedtree shaders; assumed black (no spec, no transmission) if missing Rust/speedtree shaders: changed spec rgb to mono specularity; now R channel in spec trans map Added keywordutil
9 Years Ago
compile fix
9 Years Ago
Fixed AMD R9 water darkening half screen in DX9
9 Years Ago
Cherry picked water collider gathering fix
9 Years Ago
Fixed not gathering river colliders
9 Years Ago
merge from main
9 Years Ago
everything unlocked added door/barricade system
9 Years Ago
Merged water visibility triggers
9 Years Ago
tweaked iron sights on a bunch of weapons
9 Years Ago
Merge from water-vis-trigger
9 Years Ago
Comment cleanup
9 Years Ago
Refactor waterEx to better accomodate vis trigger changes Updated water prefab Updated hapis waterEx config
9 Years Ago
missing files
9 Years Ago
progress cave_small_easy
9 Years Ago
Merge from main
9 Years Ago
Fixed server compile
9 Years Ago
better pivots placements for most caves, re-arranged prefabs, aligned exits verts in all rooms
9 Years Ago
Added horse riding
9 Years Ago
progress backup
9 Years Ago
Mergy Mergy
9 Years Ago
Optimized terrain carving triggers (better projectile and player culling performance)
9 Years Ago
Packed terrain coarse height & slope back together; made it quarter res again, compensated in foliage shader Added dynamic visibility mask to water system Added water visiblity trigger; modified WaterLevel to allow collision toggle Added default lake material Updated water prefab: moved water comp to root, other changes/cleanups
9 Years Ago
Fixed lighthouse vertical position
9 Years Ago
Fixed lighthouse vertical spawn position.
9 Years Ago
bucket lift shaft greybox caves temporary colliders prefabs update/ backup
9 Years Ago
9 Years Ago
leftover test stuff
9 Years Ago
Added log when server is fully started
9 Years Ago
Sticky gizmos for deferred decals
9 Years Ago
painstakingly moving decals into my prefabs without gizmos :'((((
9 Years Ago
tweaks
9 Years Ago
Convex hulls models for prevent building volumes Setup & prefab update