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141,659 Commits over 4,383 Days - 1.35cph!

Yesterday
Added a new Animator Override Updater tool to batch update overrides when replacing an animation on the base player animator Since overrides work by overriding clips (not states) replacing the clip breaks every override that was referencing that clip This automates the process of hooking them all up Replaced the stance-idle clips in the Idle/Aiming blend tree with 3p_idle_unarmed and then ran the updater, updated 141 override controllers
Yesterday
Adjusted mortar guidemesh to face the correct way
Yesterday
merge from automated_testing
Yesterday
Auto turret target death and item giving fixes
Yesterday
Skip items that have already been removed in RustTestFixture::KillSpawnedItems
Yesterday
main -> PlayerRigUpdate2
Yesterday
merge from main -> optimize_plant_lod_wind
Yesterday
Fix berry bush seedling being missed by previous optimizations
Yesterday
Roses - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
Yesterday
magazine_look_angle_fix -> main
Yesterday
Potatos - disable motion vectors on all LODs
Yesterday
Corn - disable motion vectors on all corn prefabs
Yesterday
Plants spawned via `spawnplants` will have their grown paused so they stay the same stage
Yesterday
Add `spawnplants` command that will spawn every stage of every plant in a grid
Yesterday
Fix magazine dropping and other world space parent to bone weapon effects from not respecting object angles
Yesterday
merge from automated_testing
Yesterday
Include AutomatedTests prefabs in the bundles
Yesterday
Audio changes for the Salvaged Cleaver rework
Yesterday
Sunflowers - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
Yesterday
Same idea for wheat - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
Yesterday
merge from automated_testing
Yesterday
Make sure vehicles have mount points in TestAutoTurret.PlayerMountedToArmoredVehicle_PlayerNotTargeted
Yesterday
More darts improvements - fix reticle accuracy and use animation curve for smoothness - improve ui, add focus bar to be able to visual how much focus you have left - added zoom option for seeing board closer while still maintaining throw distance - fix scoring for ending turn on 1 point left, and small refactor for ending on bullseye counting as double - add more convars for playtest tweaking
Yesterday
More turret tests fixes, added debug convar to suppress randomness in the tick invokes Reworked PlayerMountedToVehicle_PlayerTargeted
Yesterday
Disable motion vector on the orchid billboard renderers (it was still doing motion vector pass despite the billboard material having wind disabled) and swap in the wind disabled lower LOD material
Yesterday
Add orchid wind disabled materials
Yesterday
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Yesterday
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Yesterday
Apply lower LOD materials to hemp prefabs
Yesterday
Make wind disabled versions of hemp materials
Yesterday
industrial garage door; - texture updates still wip
Yesterday
Assign wind disabled version of material to lower LODs and disable motion vectors on them
Yesterday
Merge from 3p_spectator_improvements
2 Days Ago
Viewmode fixes: - Now need to press shift+F3 to set additional viewmodes. Just pressing F3 will only toggle between standard 1st and 3rd person. - SpectatePlayer should now return the correct currentViewMode during both spectate and demo playback. Removed hack for getting the viewmode - Can now switch between all viewmodes during demo playback - Fix SpectatorMode.Update not being called in third person during demo playback
2 Days Ago
Industrial Storage - texture update
2 Days Ago
Make lower LOD material variants of the berry plants with wind disabled
2 Days Ago
updated 3p c4 holdtype run/jog clips so they play correctly
2 Days Ago
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)
2 Days Ago
main -> server_browser_update_2
2 Days Ago
merge from cpu_batching_submesh -> main
2 Days Ago
Fix merge conflicts on meshCache submeshes
2 Days Ago
Fixed batched shipping container losing color - caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
2 Days Ago
binoculars_ui_refresh -> main
2 Days Ago
Merge from main
2 Days Ago
main -> binoculars_ui_refresh
2 Days Ago
- Change rangefinder palette to white - Fix dodgy material
2 Days Ago
Added Freestanding Sink Prop Models and Textures Setup Freestanding Sink Prop Folders, Prefabs, Materials, Colliders and LODS Removed Old Freestanding Sink Prop Blockout Model
2 Days Ago
- Further shader improvements - Added scratch and lens dirt - Styled rangefinder - Seperate out new font material - Further minor changes
2 Days Ago
Updated a variety of drop mag effects to single frame parenting & setting simulation space to world (instead of local)
2 Days Ago
Updating ghost sheet skinning