reporust_rebootcancel

98,472 Commits over 3,683 Days - 1.11cph!

5 Years Ago
[D11] tweak Sun.cs fade constants a bit so it's not dull for so much of the dusk and dawn. Expose SunMaxLux since the Light's intensity can't be changed directly now as it's modulated in script.
5 Years Ago
delete unused meta files
5 Years Ago
merge from main
5 Years Ago
Network++ Phrases
5 Years Ago
Turning off shadows on furthest LOD's for performance
5 Years Ago
[D11] Turn off (see notes) sun at night to prevent underside lighting problems. Fade out and turn off shadows towards horizons to prevent long shadow performance problems. A possible problem is that it gets a bit dull towards dusk; there are some tweakable parameters in the Sun component to control the fade start point and durations for both lux and shadow intensity.
5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
Immediately enable the bone aligned guitar if switching from another guitar
5 Years Ago
Don't switch camera perspective if dismounting while playing a third person instrument
5 Years Ago
Updated NoteSfxImporter to import and assign notes to Instruments Updated notes on Jerry Can Guitar
5 Years Ago
Can now repair modules directly from the vehicle garage UI. Some RepairBench methods are now static so that the garage UI can use the same methods. Had to remove the module managers from the Rust.Modular namespace because RpcCalls.cs hates namespaces. Split BaseModuleManager into .Client and .Server subs.
5 Years Ago
delete junk plastic private.0 files
5 Years Ago
improved teamcity logging
5 Years Ago
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5 Years Ago
Jerry can guitar animation hookup
5 Years Ago
Update acoustic guitar with new guitar animations
5 Years Ago
massive manifest/bundle assignment commit, revert me if I screw up
5 Years Ago
halloween bundle assignments
5 Years Ago
Hooked up new guitar chord animations on Bass guitar Added a new BoneAligner component that positions a transform half way between two bones Added an InstrumentToolGuitar with some custom logic to enable a guitar mesh during deployment and then switch to an aligned mesh once the deploy is complete
5 Years Ago
Improved association between item health and module entity health. Stopped showing entity start health in inspector since it's based on the module. Fixed module damage FX not showing up properly after damaging.
5 Years Ago
merge into main
5 Years Ago
5 Years Ago
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5 Years Ago
merge into main
5 Years Ago
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5 Years Ago
Added diffusion profile property to foliage billboard shader
5 Years Ago
Updated biome tint SFs + update shaders
5 Years Ago
5 Years Ago
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5 Years Ago
Moved some notification code out of BasePlayer, send more info with the login one
5 Years Ago
MeshSwap fixes bones
5 Years Ago
Model uses IModel
5 Years Ago
Added IModel to access Model from inside plugins
5 Years Ago
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5 Years Ago
stuff
5 Years Ago
Fixed error spam on ragdoll
5 Years Ago
player guitar chord anims
5 Years Ago
WIP module display setup
5 Years Ago
[D11] +Compound - Unhidden objects that were hidden for whatever reason
5 Years Ago
WIP car part blockout
5 Years Ago
[D11] Added vertex shader LODs to Nature\Stalagmites and added mid-level LODs to Structures\Concrete_slabs
5 Years Ago
[D11] [UI] Chat text now differentiates between local and server chat.
5 Years Ago
Remove unused sound definition
5 Years Ago
[D11] + prefabs\instruments LOD and vertex material applied to prefab
5 Years Ago
[D11] Only auto-reload if we actually have ammo
5 Years Ago
[D11] + prefabs\food added cross fade to a bunch of objects
5 Years Ago
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5 Years Ago
[D11] + content\vehicles all the LOD prefabs fixed/converted