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143,401 Commits over 4,413 Days - 1.35cph!

Today
Show faded fuel blocks when consumed instead of hiding them.
Today
Mortar animation update
Today
linked 5.56 bullet prefab M16a2 bullet bone in viewmodel prefab and vm anims updated
Today
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
Today
Merge from lockin
Today
Today
FIx map not appearing
Today
compile fix
Today
set serialized version as well
Today
wip keep locked trajectory visible but allow now control after locking in.
Today
tool just injects the property into the .unity file instead of opening and saving it
Today
testlist
Today
updated m16a2 world mesh material order issue
Today
initial tool
Today
Fuel UI tweaks
Today
added /ProfilerCaptures to ignore.conf
Today
Add fuel related UI prefabs. Refactor/move UI fuel code.
Today
Merge: from buildcommand_allocs - Optim: reduce alloc count from building Arg commands from 20+ to 2 on average - Update: expanded StringView API, Tests: unit tests and running a bunch of different console commands
Today
added prefab exporter
Today
m16a2 textures update
Today
Mortar animation update to use the player update content
Today
update: m16a2 textures , shading fixed on worldmodel
Today
Merge: from main
Today
Initial conversion of fuel count display from just text to blocks.
Today
Fixed drone config screen inputfield config type
Today
some more set dressing, some foliage culling around the marketplace to aerate a bit material tweaks to sign
Today
Merge from main
Today
Prefabbed up larged apartment parts for nesting and replaced over meshes in main prefab. Baked LODs for large apartment parts, plus LOD setup (transitions need testing once my play mode works)
Today
Trigger an explosion at state transition too.
Today
Disable gravity for satellite. Set free_power to true in the editor. Heavier (more loot) satellites have less fuel available to make them harder to target than smaller (less loot) satellites. Control vs reward.
Today
merge rust_relay_server -> main
Today
merge main -> rust_relay_server
Today
ensure position updates are networked to fake player
Today
Codegen
Merge from PlayerRigUpdate2
Added mannequin skinset subset, fixes NRE/kick
Today
Merge from main
Today
Merge from prototyping
Today
Merge from combine
FIx NRE in SprayCan
Merge from industrial_dlc
Today
merge from fix_editor_reflection_probe_delay -> main
Today
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
Today
Fix the editor reflection probe rendering every frame - increase delay from 0.1s -> 1s (matching runtime) + fix it not even using the 0.1s cooldown originally
Today
merge from optimize_generate_textures_alloc -> main
Today
Revert back to TerrainMeta.GetHeights() that returns a 64MB managed array - keep the NativeArray for the textures themselves - fixes mismatch from GetHeight01() not returning the same value as the terrain's heightmap - tried calling GetHeight() on each pixel instead but is off by 1 step for certain heights so playing it safe
Hair test
Today
Update the apartment door prefabs inside the apartments - set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
Today
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
Today
Regenerate font with all characters