branchrust_reboot/main/d11_console_versioncancel
4,583 Commits over 731 Days - 0.26cph!
[D11][Gameplay][#3912] Daytime cycle lasts for 50 minutes
[D11] Bump xb1 app version
[D11] [UI] Fixed pie wheel pointer being offset on Quick Chat menu.
[D11] Re-enable satchel charge deployed
[D11][#4006] Fix for been kicked for picking up a sleeping bag
[D11] Updated spawn filter to prevent player spawning on snow
[D11] [UI] Fixed typo in "Open Inventory" hint string in French.
[D11] [UI] Fixed graphic overlapping wounded text on certain languages when wrapping to new line.
[D11][#3673] Fix for: guards at the Bandit Camp appear to have no helmets equipped when viewed from a distance.
[D11][UI][#3933] Fixed issues with the credits screen
[D11][UI][#3959] Added scroll bars to scroling screens [#3950] Removed old icon from find/join game screen
[D11] Fix for player not sending snapshots after force disconnect. In fact it fixes the logging, snapshots are still being sent.
[D11] [UI] Fixed overlapping text in leaderboards screen when on certain languages.
[D11] [3965] Items no longer show red highlight when valid, but previously invalid
[D11] [UI] Fixed leaderboards filter popup not working when playing in windows standalone.
[D11] - Fix to bug 3928 - Palm Trees have visible seams.
[D11][#3991] Fix for crash related to moving an weapon while trying to alter its attachments
[D11][a.preece] {PS4} Changing the entitlement service label for Rust Beta EU (4) and US (5)
[D11] [UI] Localisation debug info disabled on start. Added debug option to toggle localisation debug info.
+ changes to the gravel prefabs so it does not have null LODS.
[D11] HDRP TOD fix for ambient audio
[D11] Ambient light. The sky exposure and indirect light are controlled separately now, with different transition speeds and target values. Sky parameters are updated once per frame when transitioning between environments. Sky itself is using the "OnChanged" mode to update.
[D11] [UI] Removed placeholder text from privacy policy popup body.
[D11] [UI] Fixed server define issue. Localisation values now update once every second.
[D11][t2409] Fixed "Renderer is registered with more than one LODGroup" warnings
[D11] [UI] Added additional debug information for localisation.
[D11] - Fix bug 3602 - Tunacan Lamp is too Small - Reimport and adjusted pilot light position.
[D11] [UI] Added debug information for Language/Localisation.
[D11][T2373] build guide no longer prematurely goes opaque.
[D11][a.clarkson] HDRP Fix for building guide materials at night
[D11] [UI] Default Language to "en-us".
[D11] Adds some error warnings for meshocludee code, also changes call to find renderers to also find disabled renderers
[D11] [UI] Removed unit suffix from Camera Inertia value.
[D11] Ambient lighting - need to check for the player construction along with checks for other environments.
[D11][Graphics][#3902] Fixed doors occlusion culling issues
maybe ensure clrjit.dll is not locked *before* trying to delete it (oops)
Kill off c# compiler before installing new version of Unity
[D11] Ambient light. Additional triggers on the sewer tunnel ladder. Using separate update periods for player-created buildings and other constructions.
[D11] - Removing missed read/writes
[D11][UI] Set quick chat icons, rotate direction icons
[D11][UI][#3966] Fixed a number of issues with the assign sleeping bag screen.
[D11] Temporarily switch the light off for the shotgun trap fire effect
[D11] [UI] Removed backend new line tag error from localisation file.
[D11] HDRP Fixes for ExplosionsLightCurves and related prefabs
[D11] Ambient light. Fixing the compilation error.
[D11] Ambient light. Fixing the compilation error.
[D11] - Removing read/write from weapon texture maps
[D11] - Fix for bug 3961 - Guns and Tools looking different to Steam.
[D11] [#1605][#3344] Ambient light in buildings and underground tunnels. 1. Setting the shadow color to black on the main light source: Scene setup.prefab -> Light -> Shadows -> Tint -> black 2. Using the existing ambientLightMultiplier to scale the Sky Volume exposure when inside the buildings: RustSkyGradient.cs.
Forgot to reuse the WaitForSeconds object.
Clamp SLOD distances to world grid spawn distance