reporust_rebootcancel

127,005 Commits over 4,109 Days - 1.29cph!

6 Hours Ago
Add automated screenshots instead of only serialized settings, fixed lighting
Today
Add store images in all sizes
Today
Restored abyss pack showcase Added new system to let us create mock items + tile prefab override
Today
exported viewmodel SAR update anims and edited reload to idle blend on its anim controller
Today
Culling performance improvements
Today
Eliminate the need to update call indices because they are stable and can be stored with each command
Today
Made `count` property report the highest populated index instead of the allocated space.
Today
Change proc anim components tick order, should be spine, then tail, then head
Today
Do not tick procedural anim components when entity is culled
Today
merge from projectile_jobs
Today
Added and Setup Naval Improvised Plank Gibs
Today
Update: BaseRaidBench - ensure results use 3-part format for key Tests: none, trivial change
Today
New: Scenes/Benchmark editor top bar menu Tests: used all in editor - correct scenes opened
Today
Added volumetric clouds option in the new settings menu
Today
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
Today
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
Today
Modular Boats Small Ramp - First Iteration
Put cache under mode instead
Added prioritise premium toggle
Today
server/none compile fix
Today
cleaning up projectile TransformAccessArray properly
Today
Update: BaseRaidBench - remove Projectile.Batched override Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally Tests: ran the scene
Today
Deleted Unused Collider Mesh
Today
Setup Naval Improvised Plank Prefabs, Colliders, LODS
Today
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
Merge from main
Today
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
swap "survival" to "vanilla" Use correct tags for hardcore, softcore and primitive filtering modes
Merge from waterpump_occlusion_fix
Fluid switch and powered water purifier loop audio now also affected by occlusion.
Smart mode sorting (mode priority first then players)
Sorting via mode
Today
enabled batched projectiles by default
Today
Merge from main
Swap to buffer list as its faster
Bake mode into server info instead of ui entries
Today
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
Merge from main
Today
WIP work to speed up culling (AVX fix)
Today
WIP work to speed up culling (AVX fix)
Display proper mode in server entries
Merge from tugboat_toot 🎺
Today
Adjuested LOD distances on floating walkways
Restore changes and fix compile errors
Today
Foliage assets rebake
Today
- Updated the Rust Render Pipeline asset to hook up the new pipeline shader assets. - Updated the plastic .ignore config to ignore the .git folder from the Rust.RenderPipeline package. - Updated the packages-lock.json to have the correct name for the Rust.RenderPipeline package.
Today
Added the Rust Render Pipeline package back to the project
Today
Reducing tricount of some floating walkway LOD0s
Today
Removing Rust Render Pipeline package so it can be renamed
Merge from main