reporust_rebootcancel

159,208 Commits over 4,597 Days - 1.44cph!

Yesterday
Codegen
Yesterday
merge from base_occlusion -> main
Yesterday
light sources on water w/ shadows, water also receives sun shadows now as well
Yesterday
Fixed edge cases of the CH47 crate landing on top of the powerline pole at powerplant
Yesterday
Fixed more blocks not batching - Jungle ramps, spiral, L and U stairs - Container roofl ines - Frontier square floor details
Yesterday
Merge from splash_fx_fix
Yesterday
Fixed buoyancy points never respecting the nextSplashTime interval Moved the interval to the parent Buoyancy component so it's shared between all points and lowered the minimum time between splash fx to 0.1 Fixes audio cutting out when driving through storms (starved audio decoders)
Yesterday
Updated the test to catch more stuff
Yesterday
Fixed RHIB drivers reaching for nothing with their arms stretched out The pooled driver seat kept its cached RHIB when it was reused on another boat, so the hands went for the old boat's wheel
Yesterday
Fixed adobe woodbeams not batching (forgot to add the RendererBatch when implementing wallpaper)
Yesterday
Fixed the rest of the stuff not batching: - Crypt stairs and spiral landings - Adobe roof lines and low wall corners - Brick roofs - Twig roofs and roof lines - Brutalist triangle spiral landing
Yesterday
Merge from main
Yesterday
viewmodel updates - tightened up fire anims - edited reload & bolt pulls to avoid clipping when using a scope - added a new deploy with stock so it can be played at correct speed - added sound events - set deploy stock in animator back to 1
Yesterday
- scope attachment position update
Yesterday
Fixed gingerbread building skin not batching at all
Yesterday
PT boat turrets: front turret uses the regular crosshair & wider front aimcone - less damage on both - Front 50cal guns: aimCone 0.2 -> 1 - Front and rear 50cal guns: damageScale 1 -> 0.75
Yesterday
give front pt boat turret the regular crosshair rather than a dot
Yesterday
Fix line endings
2 Days Ago
Fixed HQM walls, frames and spiral stairs LOD0 blocks not batching
2 Days Ago
Updated Nailgun World Model to Fix World Model Nails having wrong UV Channels
2 Days Ago
Updated Nailgun Nails LOD distance so shouldn't change to quickly
2 Days Ago
Merge from distance_flare_extended_range
2 Days Ago
Request the highest mipmap level for distance flares so they don't use a 1x1 texture (they have no Renderer component)
2 Days Ago
Fixed none of the ramps batching across all skins
2 Days Ago
Only spawn 1 boat group at large oilrig - not 2
2 Days Ago
Light ink opacity value in shader, brighter ink contributes a little less than darker ink to avoid colours being too intense/saturated Simplified tattoo colours
2 Days Ago
FIx player legs freaking out after swapping between both turrets on the pt boat turret
2 Days Ago
Speculative fix for ocean water appearing inside canyons placed near the shore - extended Mountain topology on `ue_canyon_[abc]` to prevent Water topology where canyons dig below sea level. This required a small radius increase on `ue_canyon_b` & S2P Couldn't reproduce the original report.
2 Days Ago
merge from bird_critters (lots of bugfixes, no added features)
2 Days Ago
Fixed space station roofs and wall corners not batching
2 Days Ago
Battery FX for half and full charge. New script for better PFX system lighting. (Cookie support, rotation etc)
2 Days Ago
fix NPCNetworking test, gulls don't have the NPCNetworking component since they don't need the RustNavMeshAgent and things.
2 Days Ago
try fix entity_distance when shooting gull groups - increase size of flying bounds - flock tracks the group better, with an anchor parameter in the flocks - scatter or "take off" phase has additional bounds step, as the birds spread out the most here
2 Days Ago
Fixed frontier building skin not batching at all: - set read/write true on all FBXs - set AllowSubmeshes to true on the ramp prefabs
2 Days Ago
first pass on improvements - improved push/pull that actuall feels like it's pushing and pulling, much more intutive - mirror mode for X/Z/XZ
2 Days Ago
One more CullWhenInside iteration, the previous one could cause big delays in bushes updating in the jungle, due to all loaded bushes clogging the work queue Now: One grid for bushes, one grid for foundations, no work queue, no physics
2 Days Ago
Slightly lowered radius, fade, and blend map of satellite scene to stop huge radius overhang
2 Days Ago
Added test checking building skin meshes are all batchable 87 are failing
2 Days Ago
gull group fixes & improvements - stronger obstacle avoidance when taking off from land point - removed per-frame raycasts from the scattering run (might have been the stutter) - add step height 0.1m for walking gulls, so they stay on the surface they landed on - landing groups only startle against players within 6m, instead of any target seen in the last 15s - gull corpses inherit velocity - try fix "entity_distance" when shooting flying and landing gulls by adjusting bounds depending on state - groups spawn in deep sea with a hook into DeepSeaManager, since populations make it not naturally spawn - birds turning into animators are capped per frame because its the heaviest cost for reactivation
2 Days Ago
merge from main
2 Days Ago
merge from scrapking_batching_fix
2 Days Ago
merge from main -> base_occlusion
2 Days Ago
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2 Days Ago
Fixed scrap king building skin not batching: - set AllowSubmeshes to true on all prefabs - set wall frame and floor triangle frame fbx as readable
2 Days Ago
Rich Crocodile pie icon setup/import
2 Days Ago
uzi balance + condition doubled
2 Days Ago
Don't paint grass or forest splat on ocean or oceanside terrain when placing monuments - fixes large monuments sometimes painting green patches under water
2 Days Ago
Fix RTL text not formatted correctly when passed as an argument whilst the set language is not RTL
2 Days Ago
Removed remaining Add/Get/Remove command buffer from camera/light calls and CameraEvents, as those are BiRP only
2 Days Ago
Update(editor): start working on ContentDir build process Translation from AssetBundle mapping seems to work, need to figure out how to treat scenes and try actually generating data Tests: ran it for server, inspected produced ContentDirRoot(unity doesn't recognize it, but raw data is there)