reporust_rebootcancel

126,744 Commits over 4,109 Days - 1.29cph!

5 Years Ago
Fixed several overlapping placements of the different stair types
5 Years Ago
Engine vfx iteration. Tweaked lerp values in engine script.
5 Years Ago
Put the GPU foliage placement on a define
5 Years Ago
Merge from merge_13.05
5 Years Ago
Fixed "Triangle floor frame cannot be build over furnace like we allow with square "
5 Years Ago
[D11][#3768] BBQ fire effect now matches the steam version.
5 Years Ago
A couple of small optimisations to the foliage compute shader
5 Years Ago
Added "UV Set for Emission" property to Rust/Standard and Rust/Standard-Specular
5 Years Ago
Berry consumable balance
5 Years Ago
Lowered berry yields
5 Years Ago
Moved the spiral stairs colliders up to encompass the steps fully (movement layer issue)
5 Years Ago
Disable inside-vehicle hurt trigger and player repel trigger for now, until issues with them can be fixed properly.
5 Years Ago
Only dispatch foliage jobs within camera frustum bounds
5 Years Ago
Added berry clone item icons
5 Years Ago
merge from main
5 Years Ago
fixed disabled shadow renderers on blocks set server cull tag on necessary objects fixed incorrect surface type on ramps
5 Years Ago
Start car based on raw input, not adjusted input. Fixes cars that are rolling backwards down slopes not starting
5 Years Ago
[D11] Turned off Full Res on AO
5 Years Ago
Make sure wheel colliders get enabled even if the car was woken in a non-standard way
5 Years Ago
▌▋█▆█▅▊▅ ▅▉▄▌▉▍▄█ ▇▍▌ ▊▇▇▆▋▆▄ ▊▊▇▌▆▌▊
5 Years Ago
[D11] Revert removal of .map files, breaks demo playbacks.
5 Years Ago
▆▌▇▊▄█▇▊ ▋█▌█▉█ ▍▉▅▄▋█▍▊▋ ▋▍▅ ▄▌█▇▅▅█▊ ▆▇▄ ▆▋▄ ▋▍▊▌█▆█▆ █▆▆▋ ▊▌▆▊▅▊▊▍ █▉▅ ▇▆▊▄▌.
5 Years Ago
[D11] Remove proceduralmaps to remove XboxOne SubVal warning
5 Years Ago
Added batching script to lots of the new models Added pooling script to window wall corners
5 Years Ago
Fixed spiral stairs conditional model
5 Years Ago
Tweaked ramp and step socket handles on the foundation and floor for easier placement
5 Years Ago
WIP scrape sound hookup
5 Years Ago
Fix pushes not working the first time on sleeping vehicles, by waking the wheel colliders as well as the rigidbody before applying push forces
5 Years Ago
Disabled NVG a bit better
5 Years Ago
Increase collision hurt damage somewhat
5 Years Ago
Remove unused attacker info from hurt trigger
5 Years Ago
Change flamethower mask to Vehicle_Movement to Vehicles (no actual behaviour change) Removed a Debug.Log in Landmine.cs
5 Years Ago
Fixed landmines not damaging cars
5 Years Ago
Fixed flamethrowers not damaging cars
5 Years Ago
Fix wheelcolliders sometimes keeping cars awake, even with 0 throttle/brake forces. Disable them entirely when sleeping.
5 Years Ago
Fix ground grip values
5 Years Ago
Increase sleep velocity (but also sleep delay), as some vehicles still jitter around faster than the level it was at and we want them to sleep too. If this continues to happen, we can switch from testing the current velocity to testing distanced moved over a period of time.
5 Years Ago
Put test map terrain on the correct Terrain layer
5 Years Ago
Fixed TriggerPlayerForce not affecting AI
5 Years Ago
Fix incorrect ground FX type calculation
5 Years Ago
Added soft particles + double-sided ligthing via transmission + smoothness to LitParticle shader
5 Years Ago
Remove DDraw and restore calorie penalty
5 Years Ago
Tweak minicopter push behaviour
5 Years Ago
Although successful in editor, comparing physics materials by object fails in builds, perhaps due to bundling. Compare by name instead. Fixes terrain trail FX not working correctly in builds, as well as incorrect tyre sound.
5 Years Ago
Merge from vehicles
5 Years Ago
Quick property naming particle shader & material fix
5 Years Ago
Hooked up the attached car reference on the PlayerRepelTrigger
5 Years Ago
Doubled car spawn default population density from 1.5 to 3. Spawns around 50 cars on a 4K map.
5 Years Ago
[Audio] Added music files and music clips.
5 Years Ago
Fix vehicle lift losing its reference to the occupant trigger