reporust_rebootcancel

121,352 Commits over 4,018 Days - 1.26cph!

3 Years Ago
Fix asset warmup not actually running for non-poolable assets Sort the asset list before starting async loading
3 Years Ago
Set reflection multiplier to 1 for player construction environment volume type
3 Years Ago
Post process tweaks to fix dark sky in some biomes
3 Years Ago
Run asset warmup with a higher priority for poolable assets so prewarming the pools doesn't need to wait as much
3 Years Ago
Added a few missing material params, thickness based foam
3 Years Ago
Set ambient color to 60 to make shadows brighter
3 Years Ago
scene
3 Years Ago
merge from trainyard_update
3 Years Ago
Lifted shadows on underwater lab and underground postprocess profiles
3 Years Ago
Merge from cubemap_ambient_light
3 Years Ago
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3 Years Ago
Tweaked forest moss material because it was too bright with the new lighting
3 Years Ago
Adjusted ambient multipliers for the environment volume types
3 Years Ago
Tweaked post process settings
3 Years Ago
Added secondary ambient color to the skydome
3 Years Ago
devlocalcoord shader with bump + spec for Paddy
3 Years Ago
World reflection quality slider in settings goes up to 3
3 Years Ago
Material fixes follow up
3 Years Ago
navmesh/area type switching wip tests
3 Years Ago
brought the concrete_f_single/single_dirty variants up to par to the normal concrete_f texture set style
3 Years Ago
fixed regression incorrectly setting conc_metal_quarry to metalness workflow
3 Years Ago
Merge from cubemap_ambient_light
3 Years Ago
Merge from main
3 Years Ago
Added old ambient additively on top of the new ambient light (can be used to explicitly brighten certain environment types)
3 Years Ago
merge from main
3 Years Ago
Only update reflection probe / ambient light etc while moving to better hide parameter adjustments (as per petur's suggestion)
3 Years Ago
Material fixes follow up
3 Years Ago
metal_beam and metal_beam_b texture sets refresh
3 Years Ago
Merge from cui_improvements
3 Years Ago
Merge from spectate_crosshair
3 Years Ago
Fixed hit markers not working in spectate mode
3 Years Ago
Fixcars refills ore wagons
3 Years Ago
Added support for camera movement during reloads while spectating Reworked reload process while spectating
3 Years Ago
Improved animation system for the output hopper
3 Years Ago
Merge from main
3 Years Ago
Update the hopper visuals when item amounts change (not just item count)
3 Years Ago
Force a network sync when output hopper content changes, so the client gets the visual update for the ore mesh (and its collider) right away
3 Years Ago
Fixed GetPercentFull() not handling fractions correctly (float cast)
3 Years Ago
Merge Main -> Trainyard Update
3 Years Ago
Updated the Visual Studio Editor package from 2.0.11 to 2.0.14 (won't affect Rust itself)
3 Years Ago
Fixed RustText showing "SendMessage cannot be called" warnings after every compile
3 Years Ago
Merge from main
3 Years Ago
Screenshot tweaks, encode to jpg and use a lower quality/size
3 Years Ago
Balanced the spawn population values for the new system
3 Years Ago
Arctic base WIP
3 Years Ago
Merge compile fix
3 Years Ago
Merge from main
3 Years Ago
Missed one file
3 Years Ago
At dense spawn populations, engines could fill the sidings before wagons got a chance to spawn. Instead, I've combined all train cars into one population spawner and handled the wagons_per_engine convar via spawn weighting.
3 Years Ago
Merge from inventory_idle