252,794 Commits over 3,990 Days - 2.64cph!

9 Years Ago
9 Years Ago
Resized luts to 256x16 to speed up climate blends
9 Years Ago
Rocket LOS check improvement (RUST-1152)
9 Years Ago
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9 Years Ago
Replaced deluxe eye adaptation and amplify color with unity cinematic effects; eye adaptation now 2x faster
9 Years Ago
update to vm crossbow source anims
9 Years Ago
lengthened loaded crossbow deploy anim
9 Years Ago
Fixed revz opengl missing name plates (RUST-1158)
9 Years Ago
Deployables
9 Years Ago
Damage properties are stored on projectiles Shotgun buckshot uses headshot damage multiplier of 1.25
9 Years Ago
merge from main
9 Years Ago
airfield work backup Power substation models/LODs/COLs/Prefabs and textures
9 Years Ago
- Added CollisionMask to room gates/forcefields
9 Years Ago
9 Years Ago
- WIP collision system improvements to make it less shit and stupid - new CollisionMask component - BaseMovement and BaseProjectile can now check CollisionMask component if present - Barrier ability collision now uses CollisionMask
9 Years Ago
9 Years Ago
9 Years Ago
9 Years Ago
9 Years Ago
latest
9 Years Ago
Fixed InvalidOperationException in OnProjectileAttack (RUST-1157)
9 Years Ago
Skip underwater overlay if water excluded from camera culling mask
9 Years Ago
wip
9 Years Ago
Projectile velocity is no longer randomized Projectile velocity is no longer causing RNG damage Projectile damage falls off linearly with distance (after an initial max damage distance) Projectiles can specify effective projectile range + corresponding damage multipliers Damage multipliers are determined exclusively by weapon damage properties (removed projectile max skeleton mult) Weapons and weapon mods can adjust projectile damage, distance and velocity separately Network++
9 Years Ago
Optimized climate LUT blend with single 5-way blend instead of 5 blends Saved a copy blit and mitigated binding induced latency (weird variations) by ping-ponging result Saved a 256K in render texture memory yay
9 Years Ago
More
bot
9 Years Ago
Automated Linux DS Build #389
9 Years Ago
Restructure & cleanup. Manifest.
9 Years Ago
FOR FUCK SAKE gloss texture to fit new shader render FOR FUCK SAKE rebuilt room, fixed tile placement !A level environment light data !A room
9 Years Ago
Spawns
9 Years Ago
field spawns
9 Years Ago
added sleeping pose to the player animations
9 Years Ago
Renames
9 Years Ago
Music! (still disabled via music.enabled convar by default for now)
9 Years Ago
pre-restructure
9 Years Ago
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9 Years Ago
tweaked the spear 3rd person pre-throw animations. added new 3rd person pre-throw animations for the rock
9 Years Ago
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9 Years Ago
▅▅▊▊▍▉▍ - █▄▇ ▆▌▋▌▄▇▋, ▊▄▄▇▍▇▅ ▋▉▋▇ ▆▅▌▅▄▄▋▌ ▍▄ ▉▉▌▇▋▍▌▍▆▉▊ ▌█▍, ▆▆▉▆▋.█▍█▌▉ ▆▌█▄▋▋▅▆▇▊▄█ * ▆▄▅▇▆▌▇ ▅▊▇▋▍ ▌▋▉ ▉▄▉▅ ▅▋ ▇▅▌ █▌▅▉█▇▉ ▌▍▌▄▉/▄█▆▄▄▋ ▌▌ ▅▉ ▆▍▅▉ ▆▌█▌ * ▋▌▌▆▌█▊ ▌▊▇▌▍▍▄ ▊▄█▉ ▆▄▅ ▄█▆ ▋▍▊▅ ▇▌ ▅▋▇ ▄▄▅▊▋ ▉▋█▆▄▉ * ▍▅▉ ▅▆▅▅▊▉/▇▋▋█▊ "▉▍▌▉▉▋▅" ▅▊▍ ▍▉█▋ ▄█▊▍▍▌ ▆▊▇█ ▌▆▋█
9 Years Ago
powerlines added
9 Years Ago
Decoupled water reflections from water quality; now controlled separately in graphics options Added much faster medium quality water reflections now default value Shader level no longer affects water quality; full control now in water quality and reflections
9 Years Ago
FOR FUCK SAKE update cloud material/ rebuilt room
9 Years Ago
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9 Years Ago
FOR FUCK SAKE room prefab, gate collision !A asteroid scene
9 Years Ago
updated vm pickaxe source with correct orientation
9 Years Ago
vm pickaxe now the right way round RUST-560
9 Years Ago
Unit commands modals disabled button state and animation tinkering
9 Years Ago
Added medikit.
9 Years Ago
high end weapons are found a bit less often in radtowns trash piles refresh their contents (including xp on opening) twice as fast
9 Years Ago
Updated player belt logic to support selecting stuff on belt.