reporust_rebootcancel

115,261 Commits over 3,959 Days - 1.21cph!

5 Years Ago
better normal calculation
5 Years Ago
placeholder Composter prefab setup, manifest, save update.
5 Years Ago
[D11] Tugboat Magenta LOD fix
5 Years Ago
Cave target count is now 10
5 Years Ago
Large monument target count is now 7 (even on maps larger than 4k)
5 Years Ago
Merge from main
5 Years Ago
adding LOD Regrouped all the module/chassis etc on a single mat/texture
5 Years Ago
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5 Years Ago
Fixed incorrect accuracy calculation
5 Years Ago
Put all vehicles mats on 0 detail colour alpha by default (representing the 100% health look). Also switched to Rust/Standard shader.
5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
Import MeshBaker plugin (minus Examples directory)
5 Years Ago
New vehicle spawn presets that use the two new modules (1m storage, 2m passenger)
5 Years Ago
fix missing reference/ wip LOD
5 Years Ago
Updated texture array creator (fixes + sort on drop)
5 Years Ago
Rich Presence setup
5 Years Ago
Added base layer + detail mask texture array path w/ instanced per-material index Added "rust/standard indexed" shader set
5 Years Ago
Merge from motd
5 Years Ago
Wheel mat rename again
5 Years Ago
Fix spawnable script setup
5 Years Ago
Fix an item being lost when a corpse with full inventory despawns (into a backpack), the item that can't fit into the backpack will get thrown onto the floor now
5 Years Ago
Nuked custom 2d texture array inspector (unity now has built-in)
5 Years Ago
Merge fix
5 Years Ago
Some more health fixes. Fixes repairs.
5 Years Ago
Revert some health changes from my #39974, so overrides are used correctly.
5 Years Ago
Fix BuildingBlock health display bug. Health on BuildingBlock upgrades is actually sent to the client before the new upgrade state is sent. My code was clamping set health values to MaxHealth(), meaning the new value was clamped to the pre-upgrade max. Reverted the change to let health be set to "impossible" values again. Also now checking MaxHealth() instead of _maxHealth in health property, allowing for overrides.
5 Years Ago
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5 Years Ago
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5 Years Ago
hidding LOD on chassis
5 Years Ago
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5 Years Ago
more LOD
5 Years Ago
Merge from main
5 Years Ago
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5 Years Ago
More
5 Years Ago
Can no longer build and deploy on roads (currently 3 wall heights vertically and 4 meters horizontally)
5 Years Ago
Changed detail color to instanced properties
5 Years Ago
[D11] Quarry mining rig material fixes
5 Years Ago
Added detail layer blending control via detail color on rust/std shader set
5 Years Ago
[D11] Fix for Z Fighting at Launch Site
5 Years Ago
[D11][UI] Chinese simplified and traditional language keys
5 Years Ago
[D11] Fixes for various LOD vertex colour issues
5 Years Ago
[D11][UI] Fixed an number of options not been set to default, fix setting options to default resetting language. Set languages keys to native spellings
5 Years Ago
Canyon: Rock splat always arid color even in temperate biome More tundra, added higher plateau north of map for tundra and snow opportunity Added lakes and monument inserts, monument nodes Deeper canyons
5 Years Ago
[D11] Fixed mismatched colours between FemaleBody.Dark and FemaleHead.Dark. Reduced specular on chainlink fence.
5 Years Ago
{PS4/XB1} [2019.3] Foliage (Bushes/Flowers/Grass) move (animate within its position) when the player moves, and their speed of movement (animation within its position) increases {PS4/XB1} Environment assets flicker between two colours foliage world position calculation was duff.
5 Years Ago
[D11] Campfire Scale Fix
5 Years Ago
[D11] Define Fix
5 Years Ago
Only spawn prefab mountains on 5k maps or larger (4k maps need the free space to fit the new ring road + large monuments)