reporust_rebootcancel

141,851 Commits over 4,413 Days - 1.34cph!

1 Year Ago
- randomize weather noise offsets for variety - respect render scale/dlss scaling - sun and ambient improvements
1 Year Ago
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)
1 Year Ago
RustCraft
1 Year Ago
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
1 Year Ago
Update: hooking up gameobject spawning to async load logic - Contains a bunch of testing code used for profiling, will clean up in next update Needs a bit of rework to ensure both the orignal flow and new flow can work together. Tests: ran procgen
1 Year Ago
Bugfix: fix out of bounds access during prefab shuffling Tests: ran procgen, no exceptions
1 Year Ago
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts
1 Year Ago
Phrases
1 Year Ago
Added some moving 3D perlin-worley noise to break up the light beams slightly
1 Year Ago
proj matrix fixup, fix weather map noise tiling, more cleanup
1 Year Ago
Can now log client FPS to a file using fps.startlogging. Use fps.stoplogging to stop the logging, it will logged into a file.
1 Year Ago
Inventory redesign
1 Year Ago
Update: implement missing logic for both GatherAssets and Process - GatherAssets now respects all relevant settings and sorts paths - implemented Process that works on a batch of objects Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
1 Year Ago
Update: exposing prefab preprocesing from GameManager Tests: none, simple change
1 Year Ago
Update: List and Array Shuffle range overloads Tests: none, trivial code
1 Year Ago
Perm Store design
1 Year Ago
Weekly skins tab new design
1 Year Ago
Added better light scattering for the volumetric god rays
1 Year Ago
Boleadoras - Initial engine setup as a modified combat knife, with working ragdoll hit effect on players and placeholder models for viewmodel, worldmodel, entity and projectile (and it spins properly!). Updated manifest
1 Year Ago
material changes to dog kennel
1 Year Ago
Optim: replace prefab search logic with editor manifest lookups - commented out a bunch of code for quicker iteration, wil lrevert later - doesn't account for monument duplication/probability Significantly faster because we don't load any assets in the process - goes from 30s+ down to 15ms Test: tried to procgen default editor map
1 Year Ago
Update: Sort editor manifest by path Allows to do faster lookups Tests: ran in the editor
1 Year Ago
turned emissive off on miner hat material so its not always on on world model
1 Year Ago
Re-applied Planner.Server changes
1 Year Ago
merge from main
1 Year Ago
merge from debug_draw_fixes
1 Year Ago
merge from miner_hat_metal_to_specular
1 Year Ago
merge from /f1grenade_standard_to_specular_fix
1 Year Ago
merge from large_wood_box_floor/large_wood_box_floor
1 Year Ago
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1 Year Ago
merge from crossbow_workshop_duplicate
1 Year Ago
merge from computer_station_chat
1 Year Ago
merge from rock_formation_fix
1 Year Ago
merge from building_los_fix
1 Year Ago
alternativeLOSChecks_enabled true by default
1 Year Ago
test commit, who dis? - it's pedro. and this is a dog kennel. oof oof
1 Year Ago
Added a new setting in Construction to disable the use of the last valid placement Enabled for walls, floors and foundations
1 Year Ago
sub navigation, more featured content styling
1 Year Ago
Added initial volumetric god rays implementation
1 Year Ago
merge from main
1 Year Ago
merge from ballista_climb_fix
1 Year Ago
Moved mount chaining up from BaseVehicle to BaseMountable + some cleanup in Climb_ShowIf Disabled mount chaining on static ballista, fixes "Climb" interaction showing up when mounted near a ladder
1 Year Ago
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1 Year Ago
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1 Year Ago
merge from oldhorse_purge
1 Year Ago
Removed old horse protobuf
1 Year Ago
merge from main
1 Year Ago
Revert changes to terrain maps, fix inaccurate heights by setting ignoreMipmapLimit on heightmap
1 Year Ago
Merge from industrial_perf_improvements
1 Year Ago
Some server industrial conveyor performance improvements -Cache at the start of a run if an output has empty slots, that way if an item isn't stackable we can immediately rule out the entire container instead of iterating over the whole thing -Compare slots by item id rather than object comparer -maxItemStacksMovedPerTickIndustrial convar is now enforced across an entire conveyor move operation rather than per input (this will slow industrial systems down, we may want to evaluate raising the default convar from 12) These changes take a problematic conveyor configuration from 670ms to 12ms processing time