reporust_rebootcancel

129,014 Commits over 4,232 Days - 1.27cph!

27 Days Ago
Merge from engine_forces
27 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on farm barge set dressing
27 Days Ago
dummy logic for fuel consumption in force application
27 Days Ago
Only update SDF Scale when lossy scale has changed by more than 20% (from last TMP version)
27 Days Ago
increased engine thrust, as strong as 2.5 sails
27 Days Ago
Added Is Scale Static field to RustIcon editor
27 Days Ago
merge from main
27 Days Ago
disabling shadow casting on prefabs
28 Days Ago
handle steering adjustment with COM centerline properly
28 Days Ago
texture update
28 Days Ago
Merge from engine_forces
28 Days Ago
RPG7 - copied files to independent rpg branch
28 Days Ago
added static camera prefab version foor barge hierarchy and groups refactor reducing popping due to culling volumes cleared double rendererbatch scripts on some prefabs
28 Days Ago
Simple reloading (just ignores the reload bar for now) Lerp client turret rotation when predicting (since we dont have snapshots to smooth it out)
28 Days Ago
improving culling selection on farm barge for reduced popping
28 Days Ago
merge from main
28 Days Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
28 Days Ago
improving culling selection on medical barge for reduced popping
28 Days Ago
Restore broken Desert_Dwelling_double_A.prefab corrupted in 122570 on scientist_iteration branch. Fixes it randomly preventing server startup when trying to be spawned by abandoned military base
28 Days Ago
improving culling selection on supplies and prison barge for reduced popping
28 Days Ago
Engine basic functionality but no forces applied yet.
28 Days Ago
Fixed entrance portal buoys spawning out of valid bounds
28 Days Ago
model refresh for the medical syringe textures and material (new folder - kept old so can be replaced)
28 Days Ago
rebuilt static CH47 prefab to get rid of skinnedMesh renderers in favor of regular mesh renderers, removed bone hierarchy and add the visually damaged blades to it, made LODs for blades
28 Days Ago
PTBoat script handles loot spawning rather than the spawner itself This means console command spawned boats will spawn their loot properly
28 Days Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
28 Days Ago
Merge: from baseplayer_vis_nre - fixed false positive logging, better logs Tests: built standalone and connected to staging server - no extra errors on connect
28 Days Ago
Merge: from main
28 Days Ago
Update: move breadcrumbs a bit to get better callstack - eliminated a false-positive Tests: built standalone and connected to staging - no more error logs on connect to server
28 Days Ago
Merge from small_ramp
28 Days Ago
Merge from small_engine
28 Days Ago
initial Terrain_WaterHeight separation and dummy data for both
28 Days Ago
Rust 12th Birthday Cake - Created optimized mesh LODS for world model and viewmodel. Updated projectile, wm prefabs.
28 Days Ago
merge from deep_sea
28 Days Ago
Fixed deep sea exit portal not working
28 Days Ago
Removed obsolete tags from floating walkway kits
28 Days Ago
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
28 Days Ago
Merge from parent
28 Days Ago
Removed the random GiveUp text ddraw randomly telling me to give up in editor
28 Days Ago
Fixed IsInsideInnerBounds returning false when in the deep sea
28 Days Ago
Added Spike trap model component
28 Days Ago
reduced visible distance for casino indoor props, but took out some props to draw further to reduce popping raised interior culling volume because we should not see the interior furniture at street level (+1k batches otherwise) added a regular props_culled culling group for props on the outside to cull like other barges re-organised prefab categories to be in line with other barges hierarchies added some polygon surfaces inside the casino floors to help with automatic culling of objects below
28 Days Ago
merge from naval_update
28 Days Ago
Adding 50 cal rigs
28 Days Ago
Add a bunch of profiler samples to other things in OnPreCull() and code that uses CommandBufferManager to clarify profiling output
28 Days Ago
Casino structure prefabs: ensured world layer on mesh object converted renderers to use MeshLOD when possible RendererBatch added where it makes sense Draw distance pass to ensure pickup by HLOD, reduced draw distance on smaller elements of the building
28 Days Ago
merge from boatspawner_nudge_fix
28 Days Ago
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