reporust_rebootcancel

115,259 Commits over 3,959 Days - 1.21cph!

5 Years Ago
[D11] - Fix to bug 4163, card reader was displaying multiple LOD's
5 Years Ago
[D11][UI][#4084] Added pulse to server list to make it more apparent that an option is selected. Will apply to other menus later
5 Years Ago
Fix for not using max biome in gpu foliage (multiple biome foliage types were getting mixed together)
5 Years Ago
[D11] Fix to bug 4157 - Metal Ore was using wrong fbx.
5 Years Ago
[D11] Changing the scale of the cloud dome to remove the gap between water and the horizon/
5 Years Ago
[D11] Further bug 4020 fixes - Missed one due to unity.
5 Years Ago
[D11] - Fix to bug 4020 - Set up LODGroups on grass/bushes correctly.
5 Years Ago
Fixed "Hammer overlay Z fighting on wooden, stone and sheet metal ramps"
5 Years Ago
[D11] Fix to bug 4142 - Hatchet was missed in first check in.
5 Years Ago
Fixed foundation.steps.stone having shadow casting enabled on the main mesh (in addition to the shadow mesh)
5 Years Ago
Triangle floor and triangle foundation stair socket parameters are more in line
5 Years Ago
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5 Years Ago
[D11] - Updated Grass Meshes to reduce overdraw. Removed needless checkboxes from materials.
5 Years Ago
Fixed triangle spiral stairs making it impossible to replace certain walls after they've been destroyed
5 Years Ago
[Audio] Set up optimized console only Music!
5 Years Ago
Fixed several overlapping placements of the different stair types
5 Years Ago
Engine vfx iteration. Tweaked lerp values in engine script.
5 Years Ago
Put the GPU foliage placement on a define
5 Years Ago
Merge from merge_13.05
5 Years Ago
Fixed "Triangle floor frame cannot be build over furnace like we allow with square "
5 Years Ago
[D11][#3768] BBQ fire effect now matches the steam version.
5 Years Ago
A couple of small optimisations to the foliage compute shader
5 Years Ago
Added "UV Set for Emission" property to Rust/Standard and Rust/Standard-Specular
5 Years Ago
Berry consumable balance
5 Years Ago
Lowered berry yields
5 Years Ago
Moved the spiral stairs colliders up to encompass the steps fully (movement layer issue)
5 Years Ago
Disable inside-vehicle hurt trigger and player repel trigger for now, until issues with them can be fixed properly.
5 Years Ago
Only dispatch foliage jobs within camera frustum bounds
5 Years Ago
Added berry clone item icons
5 Years Ago
merge from main
5 Years Ago
fixed disabled shadow renderers on blocks set server cull tag on necessary objects fixed incorrect surface type on ramps
5 Years Ago
Start car based on raw input, not adjusted input. Fixes cars that are rolling backwards down slopes not starting
5 Years Ago
[D11] Turned off Full Res on AO
5 Years Ago
Make sure wheel colliders get enabled even if the car was woken in a non-standard way
5 Years Ago
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5 Years Ago
[D11] Revert removal of .map files, breaks demo playbacks.
5 Years Ago
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5 Years Ago
[D11] Remove proceduralmaps to remove XboxOne SubVal warning
5 Years Ago
Added batching script to lots of the new models Added pooling script to window wall corners
5 Years Ago
Fixed spiral stairs conditional model
5 Years Ago
Tweaked ramp and step socket handles on the foundation and floor for easier placement
5 Years Ago
WIP scrape sound hookup
5 Years Ago
Fix pushes not working the first time on sleeping vehicles, by waking the wheel colliders as well as the rigidbody before applying push forces
5 Years Ago
Disabled NVG a bit better
5 Years Ago
Increase collision hurt damage somewhat
5 Years Ago
Remove unused attacker info from hurt trigger
5 Years Ago
Change flamethower mask to Vehicle_Movement to Vehicles (no actual behaviour change) Removed a Debug.Log in Landmine.cs
5 Years Ago
Fixed landmines not damaging cars
5 Years Ago
Fixed flamethrowers not damaging cars
5 Years Ago
Fix wheelcolliders sometimes keeping cars awake, even with 0 throttle/brake forces. Disable them entirely when sleeping.