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141,341 Commits over 4,383 Days - 1.34cph!

Just Now
Sunflowers - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
7 Minutes Ago
Same idea for wheat - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
10 Minutes Ago
merge from automated_testing
19 Minutes Ago
Make sure vehicles have mount points in TestAutoTurret.PlayerMountedToArmoredVehicle_PlayerNotTargeted
21 Minutes Ago
More darts improvements - fix reticle accuracy and use animation curve for smoothness - improve ui, add focus bar to be able to visual how much focus you have left - added zoom option for seeing board closer while still maintaining throw distance - fix scoring for ending turn on 1 point left, and small refactor for ending on bullseye counting as double - add more convars for playtest tweaking
23 Minutes Ago
More turret tests fixes, added debug convar to suppress randomness in the tick invokes Reworked PlayerMountedToVehicle_PlayerTargeted
25 Minutes Ago
Disable motion vector on the orchid billboard renderers (it was still doing motion vector pass despite the billboard material having wind disabled) and swap in the wind disabled lower LOD material
26 Minutes Ago
Add orchid wind disabled materials
34 Minutes Ago
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1 Hour Ago
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1 Hour Ago
Apply lower LOD materials to hemp prefabs
1 Hour Ago
Make wind disabled versions of hemp materials
1 Hour Ago
industrial garage door; - texture updates still wip
1 Hour Ago
Assign wind disabled version of material to lower LODs and disable motion vectors on them
1 Hour Ago
Merge from 3p_spectator_improvements
2 Hours Ago
Viewmode fixes: - Now need to press shift+F3 to set additional viewmodes. Just pressing F3 will only toggle between standard 1st and 3rd person. - SpectatePlayer should now return the correct currentViewMode during both spectate and demo playback. Removed hack for getting the viewmode - Can now switch between all viewmodes during demo playback - Fix SpectatorMode.Update not being called in third person during demo playback
3 Hours Ago
Industrial Storage - texture update
3 Hours Ago
Make lower LOD material variants of the berry plants with wind disabled
3 Hours Ago
updated 3p c4 holdtype run/jog clips so they play correctly
3 Hours Ago
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)
3 Hours Ago
main -> server_browser_update_2
4 Hours Ago
merge from cpu_batching_submesh -> main
4 Hours Ago
Fix merge conflicts on meshCache submeshes
4 Hours Ago
Fixed batched shipping container losing color - caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
4 Hours Ago
binoculars_ui_refresh -> main
4 Hours Ago
Merge from main
4 Hours Ago
main -> binoculars_ui_refresh
4 Hours Ago
- Change rangefinder palette to white - Fix dodgy material
4 Hours Ago
Added Freestanding Sink Prop Models and Textures Setup Freestanding Sink Prop Folders, Prefabs, Materials, Colliders and LODS Removed Old Freestanding Sink Prop Blockout Model
4 Hours Ago
- Further shader improvements - Added scratch and lens dirt - Styled rangefinder - Seperate out new font material - Further minor changes
4 Hours Ago
Updated a variety of drop mag effects to single frame parenting & setting simulation space to world (instead of local)
4 Hours Ago
Updating ghost sheet skinning
4 Hours Ago
Salvage cleaver animation updates
4 Hours Ago
Mortar anim updates, IK hand fix and viewmodel camera animations
5 Hours Ago
Updated wip floorpapers, icons, textures. Updated skins list, manifest, localization
5 Hours Ago
merge from automated_testing
5 Hours Ago
Autoturret tests cleanup and fixes
5 Hours Ago
- New supress HUD system - Supress HUD whilst you have it out - Add clicks that correspond to distance - Hide crosshair - Shader fixes and improvements
5 Hours Ago
* Sample first before adding navmesh agent, to avoid warning spam when navmesh is not there yet * Prevent entering recast code paths when unity agent is null but convar indicates to use unity, instead do nothing
5 Hours Ago
merge from main
5 Hours Ago
Potential fix for "can't do X on agent not on navmesh" error spawn when toggling useUnityNavmesh convar
5 Hours Ago
Make sure all modifications of navPos (through property or warp) also update the world position if updateWorldPos is enabled, before warp would not update worldPos
6 Hours Ago
set crouch n ne and nw speed to 1 in player controller animator and exported wip crouch anims
Today
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Today
HBHF sensor tests fixes
Today
merge mortar_prototype
Today
Fix mortar compile error
Today
merge from hbhf_power_fix
Today
merge from automated_testing
Today
Wait for Application.isLoading to be false before starting test on cold boot and batch mode SendNetworkUpdate early returns when Rust.Application.isLoading is true