branchrust_reboot/maincancel

35,121 Commits over 4,293 Days - 0.34cph!

10 Years Ago
Cleanup
10 Years Ago
Touched all rust/std shaders to trigger b25 brdf alu opt
10 Years Ago
Re-applied temporal-aa black sludge fix + motion-based blend feedback scaling
10 Years Ago
Profiling Netgraph fixes
10 Years Ago
Changed save file name (to let server ownrs opt out of wipes by copying the save file) Save file protocol shows a warning instead of blocking the load
10 Years Ago
Converted some OnValidates to DoPrepare
10 Years Ago
Fixed projectile speed verification getting inaccurate when server FPS are insanely high
10 Years Ago
Fixed 5 second save spam
10 Years Ago
Fixed excessive reach on certain melee weapons (for example the rock)
10 Years Ago
Unity 5.4.0f1
10 Years Ago
Fixed NRE in PlayerMetabolism.CanConsume
10 Years Ago
Potential fix for rare NRE when cancelling loading screen
10 Years Ago
Removing unused
10 Years Ago
NRE fixes
10 Years Ago
Fixed UI.Ingame.Hud layer sort order Added UI.Ingame.Hud.Menu
10 Years Ago
Hide rcon password on command line properly
10 Years Ago
Fixed warning stating motion vectors require depth camera mode
10 Years Ago
Fixed black graphic distortion in dungeon tunnels (RUST-1147)
10 Years Ago
More alu reductions in rust/std fragment shader internal code Simplified rust/std fragment handling of vertex and pixel world normals Touched all rust/std changes to force apply changes
10 Years Ago
Same alu reductions to ocean and river shaders
10 Years Ago
Fixed patrol helicopter guns not using GetEntity to retrieve entity from RaycastHit (required for batched colliders)
10 Years Ago
no sprinting while reloading the crossbow
10 Years Ago
compile fix
10 Years Ago
neck is no longer consistered for headshots derp
10 Years Ago
no more empty heli loot crates RUST-1149
10 Years Ago
players standing up when sleeping (until you approach them) should be fixed 100%
10 Years Ago
fixed bug with player holding a weapon up to throw and switching to another throwable weapon ( and being stuck in the pre-throw pose )
10 Years Ago
fixed a null pointer bug with the sleepingEvent code
10 Years Ago
Merged FasterBuilds branch
10 Years Ago
fixed issues with some melee weapons not striking centre of the screen
10 Years Ago
Fixed rust/std speedtree shaders not using normal map properly + potentially other shaders
10 Years Ago
Added arrow damage type (no longer using the same as bullets) Structures no longer take damage from arrows
10 Years Ago
Arrow damage type impact effects and headshot sound
10 Years Ago
Reduced bow / crossbow headshot damage multiplier to 1.25
10 Years Ago
Removed a legacy socket mod from tool cupboard (forced a huge distance between walls and cupboards)
10 Years Ago
Tool cupboards can no longer be placed on foundation stairs
10 Years Ago
Removed obsolete protection property info from game manifest
10 Years Ago
crafting cost reduced for mid/high end melee weapons
10 Years Ago
Increased arrow headshot multiplier to 1.5 to maintain one-shots when not wearing any head protection
10 Years Ago
high end weapons are found a bit less often in radtowns trash piles refresh their contents (including xp on opening) twice as fast
10 Years Ago
vm pickaxe now the right way round RUST-560
10 Years Ago
Decoupled water reflections from water quality; now controlled separately in graphics options Added much faster medium quality water reflections now default value Shader level no longer affects water quality; full control now in water quality and reflections
10 Years Ago
tweaked the spear 3rd person pre-throw animations. added new 3rd person pre-throw animations for the rock
10 Years Ago
Music! (still disabled via music.enabled convar by default for now)
10 Years Ago
Optimized climate LUT blend with single 5-way blend instead of 5 blends Saved a copy blit and mitigated binding induced latency (weird variations) by ping-ponging result Saved a 256K in render texture memory yay
10 Years Ago
Projectile velocity is no longer randomized Projectile velocity is no longer causing RNG damage Projectile damage falls off linearly with distance (after an initial max damage distance) Projectiles can specify effective projectile range + corresponding damage multipliers Damage multipliers are determined exclusively by weapon damage properties (removed projectile max skeleton mult) Weapons and weapon mods can adjust projectile damage, distance and velocity separately Network++
10 Years Ago
Skip underwater overlay if water excluded from camera culling mask
10 Years Ago
Fixed InvalidOperationException in OnProjectileAttack (RUST-1157)
10 Years Ago
10 Years Ago