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134,682 Commits over 4,444 Days - 1.26cph!

3 Months Ago
3 Months Ago
Apartment vendor conversation
3 Months Ago
ApartmentBuilding.cs implements actual logic ApartmentVendor.cs checks
3 Months Ago
Add conversation conditions for being able to rent, upgrade or checkout from your apartment rooms - filter based on enum size of room - add support in inspector for the new conditions Couple small improvements to the conversation dialog graph - show "Invert" checkbox below condition value - add left margin so the condition vs action is clearer Evaluate condition conditions inside ApartmentVendor so the functions aren't buried inside ConversationData.cs
3 Months Ago
Fixed the issue with not being able to get the near plane for cached spot light shadows
3 Months Ago
Update: turn GamePhysics.DefaultMaxResultsPerQuery into a server var - breaking API changes for GamePhysics.CheckSpheres, CheckCapsules, EnvironmentManager.Get - Ran codegen Tests: none, trivial change
3 Months Ago
merge from playerrigupdate2
3 Months Ago
renamed new binocular texture sets to conform to the new standard
3 Months Ago
add menu option for no power to show computer cant work without, add item info for power draw
3 Months Ago
Disabled base layer AO in plywood painted mat to remove weird shadows. Additional shop neon sign
3 Months Ago
Fixed NRE in pants.knightarmour
3 Months Ago
Improve null checks (not only check if parent nav is null, but also if it's build, and if the build did not fail)
3 Months Ago
Fixed the variance shadow map filtering for cached shadows
3 Months Ago
merge from playerrigupdate2
3 Months Ago
Remove "todo" comment
3 Months Ago
Rename overrideDirection to overrideDirectionWS to make space clearer
3 Months Ago
Akin pass for scarecrow outfit
3 Months Ago
Fix rotation treating navspace as worldspace in move()
3 Months Ago
*Fix nav sample not respecting parent navmesh transform for fallback physics query *Start abstracting space transforms so only the agent worries about the spaces, not the fsm, less boilerplate and hopefully less room for mistakes
3 Months Ago
Converted the min and max framerate settings for cached shadows to convars as they shouldn't be set per light
3 Months Ago
setup 3p/world model anims for crossbow bowless weapon
3 Months Ago
Fix workbench inventory eating scrap
3 Months Ago
Prefix all logs so it's clear which one come from unity navmesh and from the new navmesh
3 Months Ago
Merge from new_achievements_apr26
3 Months Ago
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)
3 Months Ago
merge from main
3 Months Ago
Fixed baked AO in painted trims due to new option added
3 Months Ago
merge from split_dump_command
3 Months Ago
Add IK hand blending to mortar reload anim, fix shell not being visible during loading(still needs offset/rotation adjustment)
3 Months Ago
Remove unused vars
3 Months Ago
Merge from main
3 Months Ago
Cherry Picked 148132 (Added an Apply Vertex Alpha setting to the detail layer of the standard shader)
3 Months Ago
Merge from standard_shader_detail_vertex_color_tint
3 Months Ago
Added an Apply Vertex Alpha setting to the detail layer of the standard shader
3 Months Ago
fixed typo
3 Months Ago
Added fresnel to neon signs emissive mat. Fixed normals on SHOP neon sign. Added baked AO functionality to plywood mat. AO test bake on kiosk D.
3 Months Ago
Fix animation jitter and uneven load animation speed
3 Months Ago
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
3 Months Ago
Merge from command_alloc
3 Months Ago
Tidy up workbench vital upgrade icon display. Still looks a bit shit until we get real icons with propper centering, but it's setup for them now.
3 Months Ago
Cherry pick 148120 (perf.playermodel fix)
3 Months Ago
merge from perf.playermodel_fix
3 Months Ago
merge from main
3 Months Ago
merge from main
3 Months Ago
merge from main
3 Months Ago
fixed perf.playermodel scene
3 Months Ago
merge from main
3 Months Ago
Cherry Picked 148115 (Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material)
3 Months Ago
merge from main
3 Months Ago
Merge from standard_shader_detail_vertex_color_tint