branchrust_reboot/maincancel

29,281 Commits over 3,683 Days - 0.33cph!

9 Years Ago
Rebundle
9 Years Ago
Moving a bunch of thirdparty stuff into Standard Assets to speed up editor recompiles Deleted unused stuff
9 Years Ago
Added sphere and capsule deploy volume types Added deploy volumes to water catchers Added support for multiple deploy volumes on a single object Deploy volume layers are now specified per-component
9 Years Ago
RCON utf8 mode
9 Years Ago
Subtracted changeset 9596 Clamped third person player spine bending by lowering the body weight
9 Years Ago
fixed the 'bug' where the players' spine would bend unnaturally when he looked straight up.
9 Years Ago
Fix for bad river transition into ocean; doing a smooth fadeout; should hold until I get back
9 Years Ago
Raised bloom intensity to 0.075 (1/2 the original) good tradeoff for now; thinking of area light spec to solve energy probs
9 Years Ago
spears range increased spears attack radius (margin of error) decreased significantly spears attack repeat delay increased
9 Years Ago
improved the spear attack animations player now holds building plans when he's in construction mode (instead of holding a 2x4 like it's a gun)
9 Years Ago
serverside melee distance check maxrange reduced
9 Years Ago
oil & hqmetal are less common oil is much more common in the desert hq metal is more common in the arctic/tundra with a very small chance of spawning in temperate
9 Years Ago
Brought back proper wetness reflection on the terrain Added tweakable range to natural bloom Updated camera prefab: moved natural bloom to after eye adaptation, reduced bloom by 1/3 otherwise we cant have proper PBR, as any mirror-like surf will fire up the bloom too much; either this or we go non-PBR
9 Years Ago
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9 Years Ago
Added World.Procedural boolean (cc Helk)
9 Years Ago
Added working fade and transparent support to Rust/Standadrd shaders; all except terrain-based Updated skin shader gui; temporary, entire shader will get a revamp next month Fixed some script warnings
9 Years Ago
being downed twice in 60 seconds results in death instead of another wounding phase
9 Years Ago
LOD's LOD's LOD's
9 Years Ago
Interaction point is always at the center of the screen, even when moving your head
9 Years Ago
Added leather resource (unused for now)
9 Years Ago
Fixed material of the torch world model
9 Years Ago
Fixed a situation that could corrupt the deploy state of held entities on the local player
9 Years Ago
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9 Years Ago
lowered oil refinery drop rates lowered crossbow drop rates
9 Years Ago
stuck explosives fall off their parent when destroyed
9 Years Ago
deployDelay added to weapons
9 Years Ago
Fixed "total recall" eyes on ragdolls
9 Years Ago
Wind turbine prep
9 Years Ago
Log warning if holstered viewmodel is holstered again
9 Years Ago
Log warning if held entity cannot be found in inventory
9 Years Ago
Invalidate player network cache on inventory change
9 Years Ago
Stonewall Building Gallery Player Gallery
9 Years Ago
SocketHandle for wall placement
9 Years Ago
more shitting bridge LODS.
9 Years Ago
Highwall Wood implementation
9 Years Ago
Added extra layer to cloth shader using mask alpha Highpassed regular jacket
9 Years Ago
More bridge LODS.
9 Years Ago
Head collision fix
9 Years Ago
Bridge Lods, texture tweaks and AssetGallery update.
9 Years Ago
Icon updates
9 Years Ago
Defer player position updates by one frame instead of every tick received
9 Years Ago
Replacing IsInvoking usage because it's slow
9 Years Ago
bridge mesh tweaks and AssetGallery update.
9 Years Ago
Update phrases
9 Years Ago
Item spawn balance
9 Years Ago
compound walls art work, incl. lods, gibs, collisions
9 Years Ago
Renamed water reflections to water quality in F2 menu
9 Years Ago
Made clientside HoldType handling less hacky, hopefully more robust
9 Years Ago
Minor foundation step terrain socket fix
9 Years Ago
Fixed that the SpawnHandler respawn coroutines could stop spawning when an exception was thrown