255,382 Commits over 3,990 Days - 2.67cph!

8 Years Ago
bones in the human mouth
8 Years Ago
human mouth anims
8 Years Ago
junkpiles now properly despawn their contents
8 Years Ago
Updated hex pieces Added control point gizmo and removed debug sphere
8 Years Ago
Speed tweak, disabled sea objects on server
8 Years Ago
FOR FUCK SAKE fix water system layer fucked up
8 Years Ago
Emission fix
8 Years Ago
FOR FUCK SAKE increase ocean scale so the cannon ball can land on it
8 Years Ago
FOR FUCK SAKE canon prefab FOR FUCK SAKE water module FX list
8 Years Ago
FOR FUCK SAKE tweak water FOR FUCK SAKE cannon script, adding .1f before the object get destroyed so the water system get the time to register the collision
8 Years Ago
FOR FUCK SAKE water, WIP FX stuff FOR FUCK SAKE shaderforge
8 Years Ago
Merge from main
8 Years Ago
Added pooling support to renderer and collider batching
8 Years Ago
Tweaked values again
8 Years Ago
Adjusted cockpit cam settings to handle high/variable ping more smoothly. Feels a bit floaty but floaty is better than jittery.
8 Years Ago
Minor adjustment
8 Years Ago
More
8 Years Ago
More tweaks
8 Years Ago
more tweaks
8 Years Ago
Ship/cam tweaks
8 Years Ago
Updated chase cam as well
8 Years Ago
Cockpit cam now works well in both CLIENT and CLIENT+SERVER modes
8 Years Ago
Merge from main
8 Years Ago
Added stats for day/night vision (not actually doing anything yet)
8 Years Ago
Wrote a smooth alternative spring-like implementation for the vehicle cockpit view, removing the need for a rigidbody. Note: Only works perfectly in true CLIENT mode.
8 Years Ago
hazmat stuff uncraftable (for now) components max stacksize increased protocol++
8 Years Ago
added recycler to radtown3 added small refinery to radtown 3 added another recycler to airport in a hangar fixed inaccessible recyclers recyclers process every 5 seconds (was 3)
8 Years Ago
cctv camera/targeting computer now recycle into techparts/hqm removed ammo spawns from loot crates (more of everything)
8 Years Ago
AI trucks have ghost mats
8 Years Ago
Merged ghost truck
8 Years Ago
Removed pathfinding asset
8 Years Ago
merge into prerelease protocol++
8 Years Ago
merge from prerelease
8 Years Ago
updated LODs so you can see barrels from farther away roadsign armor jacket now requires roadsigns added procedural junkpiles that spawn in fields
8 Years Ago
Can clear/set textures to "none" Added fuzz options for cloth shader (turning fuzz to 0 enables spec color) Added emission options
8 Years Ago
Fixed broken rocks Added optional double sided lighting activated by RUST_STD_DOUBLESIDED (cloth only for now)
8 Years Ago
Auth fix
8 Years Ago
Cherry picked terrain shader optimizations 17230
8 Years Ago
Shader variants
8 Years Ago
Project cleanup
8 Years Ago
Final dockwalls - models/LODs/Cols/Prefabs
8 Years Ago
Missed a bunch of adds
8 Years Ago
Updated Unity PostProcessing stack Added Unity NavmeshComponents DynamicDOF, MoodOverlay support new PP stack Refactored some options stuff to support the new post processing stack Merge stuff
8 Years Ago
Added pooling for the conditional models of buildings
8 Years Ago
Terrain + terrain-blend shader (non-pvt) optimizations; up to 2x faster on max settings Changed parallax step adjusment from mip to distance + view vector Touched all rust/std shaders
8 Years Ago
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
8 Years Ago
Updated AI - can slow to target Handles short paths correctly
8 Years Ago
merge from main
8 Years Ago
combat fades
8 Years Ago
more shader stuff