reporust_rebootcancel

134,118 Commits over 4,293 Days - 1.30cph!

14 Days Ago
Fix pool leak in TimedExplosive
14 Days Ago
Merge: from main
14 Days Ago
boatai_clartarget_fix -> main
14 Days Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
14 Days Ago
removed unused bakelod material
14 Days Ago
updated materials with spec removed bakelod textures again removed metallic again
14 Days Ago
last change didn't agree with material change - fixed missing spec textures
14 Days Ago
sks world model update - no longer uses bakelod and bakelod textures - removed bakelod textures and materials - textures now spec/gloss workflow instead of metallic - removed old metallic texture sets & updated materials
14 Days Ago
vineswing anims exported/added to player aniamtion controller for player rig v4
14 Days Ago
merge from main
14 Days Ago
merge from main
14 Days Ago
Changed the names of the decal layer textures on the Standard shader to match the names used on the StandardWithTwoDecal shader as this is needed for the painting system to work correctly
14 Days Ago
Removed test cubes from CraggyIsland
14 Days Ago
ghostships - fixed some zfighting with wood planks
14 Days Ago
merge from main
14 Days Ago
merge from naval_update
14 Days Ago
merge from lifestory_snake_fix
14 Days Ago
Merge from standard_shader_decal_layers
14 Days Ago
Merge from main
15 Days Ago
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly Fixes tree billboards in deep sea not rendering properly after a save/load
15 Days Ago
Make low res heightmap size dynamic to handle different terrain sizes
15 Days Ago
Merge from main
15 Days Ago
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15 Days Ago
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15 Days Ago
Merge from main (conflict on PlayerModel.cs, auto resolved)
15 Days Ago
Iterating on various tropical env params. Slight absorption tweak on clear clouds (lighter)
15 Days Ago
Changed console command from printstring to fillInventory. Can now enter a category name to fill your inventory with items from that specific category. If you want random items type random instead of of a category name. I'll be refactoring this code to make this more performative and scale better.
16 Days Ago
paintable reactive target paint setup, set bucket outside to be fully paintable, tweaked resolution, re-set up the special paintable mesh and collision
17 Days Ago
RRP water rendering progress
17 Days Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
17 Days Ago
sync with latest Rust.RenderPipeline changes: - camera components can return false in OnBeginRendering() to skip rendering the feature for the camera - reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal (Fixes BiRP lighting becoming dark when switching, it was also possible for the true value to get saved in GraphicsSettings.asset which confusingly permanently broke BiRP lighting.)
17 Days Ago
paintable fixes (???) to paintable reactive target
17 Days Ago
metal box prefab setup, lods, gibs. manifest
17 Days Ago
Various above surface tropical water improvements. Tropical post tweaks and deep blue amp test.
17 Days Ago
Fixed puddle splat issue.
17 Days Ago
Fixed autospawn issues on island 1.
17 Days Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
17 Days Ago
Flicker fix for ruins.
17 Days Ago
Optimized LOD3 tools box further
17 Days Ago
Implement water volume checks for batched buoyancy, adds NativeGrid<T> (and an untested parallel version for later). Make waterinfo blittable.
17 Days Ago
fixed name and description on construction on frameless canvasses, another attempt at setting up sign paintable on reactive target (failed)
17 Days Ago
merge from main
17 Days Ago
temp fix to reactive target, set up like frame so paintable works
17 Days Ago
Picture Frames - Added XL and XXL variant models of light up frame, tileable cardboard material
17 Days Ago
Added another deploy volume to block small ramp being deployable through walls and stairs
17 Days Ago
prefab tweaks
17 Days Ago
PaintballOveralls Icon
17 Days Ago
Paintball Overalls viewmodel clothing
17 Days Ago
Fix skip domain reload
17 Days Ago
Paintable Reactive Target - Slightly corrected UV2 on all models, changed paintable script in prefab (still not working but setup in a more correct way)