reporust_rebootcancel

138,778 Commits over 4,505 Days - 1.28cph!

7 Years Ago
Remove evil red glow
7 Years Ago
Merge from benchmark
7 Years Ago
Merge from main
7 Years Ago
Car lights initial work
7 Years Ago
Merge from main
7 Years Ago
Finished off the rest of the benchmark setup
7 Years Ago
Merge from cinematic_tools
7 Years Ago
A benchmark for FoliageGrid
7 Years Ago
Reworked fertilizer consumption and some optimisation.
7 Years Ago
All consolidated into one BRG, bug fixes etc.
7 Years Ago
[D11] 3D asset optimisations
7 Years Ago
[D11] Restart and return to frontend at end of demo [TEMP]
7 Years Ago
Added Fluid Splitter model and materials + gibs
7 Years Ago
Monuments HDRP upgrade (power sub stations)
7 Years Ago
merge from main
7 Years Ago
ProjectVersion.txt
7 Years Ago
Monuments HDRP upgrade (quarries)
7 Years Ago
automatically disable clientside entity caching for demo recording
7 Years Ago
gene bonus balance tweaks
7 Years Ago
Removed old lighting prefab used in monument scenes
7 Years Ago
Monuments HDRP upgrade (ice lakes, lighthouse, harbor1, military tunnels, compound, bandit town) Decentralizing rocks/cliff placement from certain scenes into nested prefabs to avoid data loss in the future Added missing monument topology to caves
7 Years Ago
Fix a bonus being applied twice in yield calc.
7 Years Ago
Moved to a singular BRG for the whole grid
7 Years Ago
yield pool serialization
7 Years Ago
more wip yield changes
7 Years Ago
Fixed several client-only projectile instantiates calling SetActive instead of AwakeFromInstantiate (this would leak with pooling, although none of these currently appear to be using pooling)
7 Years Ago
BaseProjectile.ServerUse correctly returns its temporary hit list to the pool
7 Years Ago
SetFlag invalidates network cache even if called without sending a network update SendIONetworkUpdate no longer calls InvalidateNetworkCache (since it is now correctly done in SetFlag)
7 Years Ago
Yield pool basic implementation
7 Years Ago
[D11][3450] Adjusted outline shader.
7 Years Ago
[D11][3450] Scrap piles now have a *temporary* outline shader applied.
7 Years Ago
merge from main
7 Years Ago
merge from shotguntrap_cave_fix
7 Years Ago
protocol++
7 Years Ago
[D11] Demo record/playback for DTLS
7 Years Ago
Cockpit icon update to latest model
7 Years Ago
Module/chassis item description edits
7 Years Ago
Added UI infobox data for vehicle chassis and modules
7 Years Ago
fixed manifest
7 Years Ago
updated textures, tweak conditional adding WIP module
7 Years Ago
Merge from Main -> Vehicles
7 Years Ago
Merge CraggyEaseOfUse -> Main. Adds a Rust Editor window option to bypass procedural spawn and directly use "spawnpoint" tagged GameObjects. Automatically clears the setting if the loaded scene changes
7 Years Ago
Unity intentionally updating a bunch of metas again to bug me (bunch of different icons)
7 Years Ago
Make craggy day again
7 Years Ago
Close the report dialog when escape is pressed
7 Years Ago
Fixed batchgroup clearing
7 Years Ago
Material tweaks
7 Years Ago
Caves: fixed severed prefabs, redid the occlusion volume stuff as a result in those scenes. Caves and caves dressing scene2prefab
7 Years Ago
Fix missing dispose of the player state database
7 Years Ago
New pine tree saplings Dead pine trees