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130,646 Commits over 4,171 Days - 1.31cph!

1 Year Ago
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
1 Year Ago
merge main->dpv
1 Year Ago
Fixed floor spikes giibs spawning twice
1 Year Ago
Fixed large water catcher gibs incorrect materials
1 Year Ago
Rolled the right hand aim pass into the aim pose component, improves performance and solves a bunch of order of execution issues. Right hand aim now happens after the aim pose solver and before the left hand IK pass
1 Year Ago
Remove a runtime allocation (will still trigger in the editor for some tooling purposes) Refactor the SingleBoneAimComponent in preparation for rolling it into AimPose component
1 Year Ago
Added ViewmodelAttachmentOverride component, can be added to the root of a viewmodel to override which transform is used when spawning a viewmodel Mostly for more precise scope placement
1 Year Ago
Set up GameobejctToggleState components on reload
1 Year Ago
Remove wallpaper_radius command Remove setwallpaper and removewallpaper commands in the ent command Added add_wallpaper_radius, will add wallpaper to any walls in the radius if they don't have a wallpaper, uses the provided skin id (name or id) Added change_wallpaper_radius, will modify any wallappers in the radius to the provided wallpaper Both of the above convars can now take -1 as a skin id and a random wallpaper will be used Added clear_wallpaper_radius, will remove any wallpapers in the given radius
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Scene backups
1 Year Ago
Merge TrainDecouplingImprovements -> main
1 Year Ago
Increase ProceduralMapRailSimple default size to one that actually has rails
1 Year Ago
Merge from wallpaper
1 Year Ago
wallpaper_radius now supports a name parameter, it checks that the name of the inventory asset in unity contains the provided string eg. "wallpaper_radius retroa 100" and "wallpaper_radius 10249 100" will both set all wallpapers in 100m to that skin Be mindful when using the name option that it will return the first match, so passing "retro" as a name will return the RetroA skin
1 Year Ago
Added wallpaper_radius command, works the same as upgrade_radius
1 Year Ago
Merge main -> TrainDecouplingImprovements
1 Year Ago
Fixed DPV trouble in moon pools pretty well
1 Year Ago
Dir setup
1 Year Ago
Created a new water wells test scene, added to the dev scene loader
1 Year Ago
Merge from main
1 Year Ago
Merge from hackweek_accessibility_colourblind
1 Year Ago
Fixed objects interpreting the water level as being lower than it actually is in moon pools. Return the top of the water collider instead of the bottom of it.
1 Year Ago
Merge from main
1 Year Ago
Added holo sight colour to the colour blind settings, comes in green and blue options Fixed some errors if a colour setting was set to an out bounds index via the console
1 Year Ago
Ability for WaterLevel to detect nearby water culling volumes above
1 Year Ago
Ocean surface reflection tweaks for better sunsets.
1 Year Ago
Godray tweaks. Cloud tweaks to mitigate that artificial normal map look in certain lighting conditions.
1 Year Ago
DPV can now be deployed in underwater labs moon pools, and near underwater labs in general. Behaviour is very weird though, needs work.
1 Year Ago
Merge main -> DPV
1 Year Ago
Sky day cycle color iteration; Smoother sunsets with improved volumetrics. Milder twilight clouds. Better night clouds. Less sun color banding. Etc. Also related climate tweaks.
1 Year Ago
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
1 Year Ago
Minor legacy text finder editor window NRE fix
1 Year Ago
Fixed player corpse looting interaction using 'loot' phrase instead of 'loot_corpse' 'loot' is used as a noun in other screens and can't be used as a verb in this context, because the noun and verb are different words in some languages - which has caused translation confusion for ages
1 Year Ago
Forgotten file (WaterBody)
1 Year Ago
Converted texts from the following loot panels to RustText: - recycler - mixing table - attack heli rockets - attack heli turret - bigwheel + localized a few missing strings
1 Year Ago
Don't place lakes where their water level would end up below 0 (lake / ocean rendering issue that would need wider water shader changes)
1 Year Ago
merge from store-ui-dlc-pages
1 Year Ago
waterwell shopkeeper jumpsuit prefab and inventory
1 Year Ago
attachment updates, icon added, worldmodel prefab fixes
1 Year Ago
Fixed various errors in edit mode Fixed water being invisible in edit mode
1 Year Ago
Fixed upkeep time vital NRE
1 Year Ago
merge from wallpaper
1 Year Ago
Run material setup on procedural objects even if the world is cached
1 Year Ago
Subtracting 103462 (causing water rendering regressions)
1 Year Ago
Converted texts from the following loot panels to RustText: - horse storage - auto turret - fuel - fuse - generics - player corpse - fish trap - lantern - locker Fixed some loot panels showing "Loot" in their header instead of their actual name
1 Year Ago
Merge from nexus
1 Year Ago
Set SlopeScale for cliff_hills_large_temperate and cliff_hills_mid_temperate to 3 (baseline new functionality test) Removed center terrain anchor from cliff_hills_large_temperate and cliff_hills_mid_temperate as it blocks placement on steeper slopes
1 Year Ago
Exposed TargetCount, TargetLength, AnchorModeInitial and AnchorModeRepeat in PlaceCliffs Reduced TargetCount for cliff_hills_large_temperate from 8 to 4 (reduces generation time by order of magnitude with little visual impact) Adjusted AnchorModeRepeat for cliff_hills_large_temperate and cliff_hills_mid_temperate to MaximizeHeight to ensure they stick out of the terrain as much as possible