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125,363 Commits over 4,171 Days - 1.25cph!

2 Years Ago
Initialize & Dipose GeometryBuffer properly Initialize instancing system when opening a demo (because you don't connect to server) Add demo with fair amount of building blocks to test
2 Years Ago
Minor edit, moving order of things in boat method
2 Years Ago
Fixed several bugs with the tugboat shore drift collision check
2 Years Ago
Can specify normal rendering via GameSetup prefab in editor Ensure ConstructionPlanner doesn't throw errors when instanced rendering is distanced via startup parameter
2 Years Ago
Fix material blocks still rebuilding every frame Add some profiler samples Enable shader keywords once per frame instead of once per draw call
2 Years Ago
Remove code that assigns material blocks every frame (good for testing, not for performance) Only update material blocks when buffers have changed
2 Years Ago
Move from a ComputeBuffer for each type of vertex attribute to a single ComputeBuffer for all vertex data in a single struct Move code that copies mesh to ComputeBuffer into GeometryBuffer.cs Additional methods in GPUBuffer wrapper
2 Years Ago
Update parachute description
2 Years Ago
Increased the clearance check for the parachute deployment - now needs a 2m sphere radius sphere of clear space 15m below the player to deploy Fixes an edge case where you could use the parachute for a couple of frames in the nuclear missile silo launch tube
2 Years Ago
Code review changes: remove chair mesh from parachute seat, ensure held items is enabled again after dismounting and ensure parachute item exists on the server when deploying
2 Years Ago
Enable procedural instancing on blend shader
2 Years Ago
Log error when mesh used for instancing doesn't have read/write enabled Ensure every prefab for instancing is warmed up in the editor
2 Years Ago
Add an extra slot to the clothing section of player corpse to account for backpacks
2 Years Ago
Fixed loadouts window not properly assigning loadouts when using the filter
2 Years Ago
Fixed not being able to equip parachute with surgeon scrubs, egg suit and ninja suit
2 Years Ago
Rust PVE mode (convar) now allows players to shoot NPCs
2 Years Ago
Fixed nomad suit lods
2 Years Ago
Mark every single building block mesh as read/write enable (NOTE: this cannot be merged to 2019!)
2 Years Ago
WIP
2 Years Ago
fix sound error when firing attack heli rockets
2 Years Ago
progress
2 Years Ago
progress
2 Years Ago
Add shader to InstancedScheduler (2021 prefabs not compatible with 2019)
2 Years Ago
Copy meshes into the single geometry buffer via a shader to deal with meshes with Read/Write disabled
2 Years Ago
changes to anim input and transition speed
2 Years Ago
added freefall chute open left & right to player animator blendtree
2 Years Ago
Fixed some ticketed FX issues on the Oil Rigs. S2P'd both.
2 Years Ago
deleted homing missile launcher world model rig fbx as it isnt needed
2 Years Ago
edited homing missile launcher entity prefab and override controller
2 Years Ago
Fixed shader errors
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
Added dof_squeeze and dof_barrel convars to control anamorphic bokeh
2 Years Ago
Added anamorphic bokeh squeeze and barrel distortions
2 Years Ago
gingerbread building skin models/LODs Gibs and colliders
2 Years Ago
manual merge from mirrors branch (2020), need to fix shader compile error before I can test prefabs
2 Years Ago
Fixed depth-of-field sampling leakin/haloing focused edges into a blurred background
2 Years Ago
added homing missile lods, textures and materials
2 Years Ago
Don't serialize forceAcceptAmmo no attack heli turret
2 Years Ago
manifest rebuild
2 Years Ago
merge from chinook_ground_fx_fix
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Moved parachute canopy visuals to client-side only GameObject
2 Years Ago
Move parachute world colliders to server side only GameObject
2 Years Ago
Merge Main -> Parachute
2 Years Ago
Fix start vertex of multidraw being incorrect Some cleanup
2 Years Ago
Merge Main -> Save241
2 Years Ago
Fixed tugboats not drifting if they had deployables or doors. Tugboats now also check On state and don't drift if engine is on (though this was already very unlikely to ever happen).