reporust_rebootcancel

121,667 Commits over 4,048 Days - 1.25cph!

10 Years Ago
SpeedTree update script fixes
10 Years Ago
PVT: fixed addressing when using certain non-square caches PVT: fixed bug in lod computation causing low res mips up close PVT: switched back to rendering diffuse and normal pages in single pass PVT: adjusting virtual texture size (and re-init) on quality level change PVT: fixed virtual texture size computation in low-res quality modes
10 Years Ago
ProjectVersion and ProjectSettings updates
10 Years Ago
Deferred decal updates for 5.2 Deferred decal support for deferred reflection probes Deferred decal support for SH9 ambient light Deferred decal support for emission maps
10 Years Ago
Fixed Mono.Cecil shenanigans
10 Years Ago
removed footstep fx from concrete/dirt/forest/grass/metal/tundra/wood but left the prefab so triggers still sound. added stone mesh particles to replace sprite sheet. removed alternate impact blunt fx's
10 Years Ago
Reload sounds from other players are audible. Tweak crossbow reload sounds to match updated animation.
10 Years Ago
postmerge fixes
10 Years Ago
merge from main
10 Years Ago
Water treatment plant, early work
10 Years Ago
Viewmodel fixups, unification
10 Years Ago
updated overlay_bleeding_height map to Petur's superior version.
10 Years Ago
Fixed server compile error
10 Years Ago
Added ghetto-ass support for normal mapped screen overlays
10 Years Ago
updated overlay_bleeding maps.
10 Years Ago
Moved water depth and post opaque to CameraEvent.BeforeReflections (deferred) Tweaked underwater terrain spec/refl occlusion Added projectsettings analytics stuff that 5.2 keeps generating
10 Years Ago
Updated standard and speedtree shaders with latest changes Renamed Rust-Deferred to Internal-Deferred (default) Removed Mono.Cecil.dll (seems to be included now) Updated Mono.Cecil.Mdb.dll to latest Tweaked quality settings: Simple to 1/2 res textures, Fast to 1/4 and Fastest to 1/8 Updated current version
10 Years Ago
Updated ironsights to use new system (so some of them might be wrong)
10 Years Ago
EffectRecycle optimizations
10 Years Ago
WIP FX
10 Years Ago
Reduced maximum time per frame to use for clientside network message processing some more
10 Years Ago
merge from main
10 Years Ago
System info tweak
10 Years Ago
Performance.memoryAllocations is stored as megabytes
10 Years Ago
Building skin changes are deferred and load balanced to reduce framerate hiccups
10 Years Ago
Powerplant lootcrates placement, statics Prevent building volumes
10 Years Ago
Reticle position, shader, sprite Mask Clear shader
10 Years Ago
Train crane collision - missing pipe collision detail
10 Years Ago
Reduced maximum time per frame to use for clientside network message processing
10 Years Ago
Monument loot spawns are allowed to spawn underground if their spawn point is inside of a terrain carve volume
10 Years Ago
Trainyard terrain fixes, missing collision, water tower col adjustments
10 Years Ago
Scene stuff. Missing strobelight mats.
10 Years Ago
Scenetoprefab tag fix
10 Years Ago
Added support for terrain offset to monument and mountain prefab scenes
10 Years Ago
Crystal mat tweaks, because fog. Scene stuff wip.
10 Years Ago
Trainyard lootcrates and barrels, statics New pipeline piece of greybox
10 Years Ago
Added the shadowless point light back to the furnace.
10 Years Ago
Can wear hats with bandana Weather settings in RustEditor/Environment AK entity scope attachment bone
10 Years Ago
These oaks shouldn't have two-sided bark materials.
10 Years Ago
Manifest.
10 Years Ago
Savas: Added a very small buildable area. Loot improvements. Explosives shack. Public furnace and campfires.
10 Years Ago
FX WIP
10 Years Ago
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10 Years Ago
Added scope slot Changed how ironsights work Fixed weapon attachments breaking weapons if not changing stats Fixed weapon attachments breaking shoot sound when not silencer
10 Years Ago
Trainyard prefab update
10 Years Ago
System info tweak
10 Years Ago
Added memory usage / gc counter to perf 1 / 2
10 Years Ago
reloading counts as a weapon cycle
10 Years Ago
WIP on stone blunt FX
10 Years Ago
Trainyard level, first rough pass, with scene to prefab Some collision updates