reporust_rebootcancel

137,730 Commits over 4,352 Days - 1.32cph!

Today
Added statistical analysis for mesh sizes to Indirect Instancing Tools
Today
Enable Read/Write for 2752 meshes below 128 KB
Today
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Today
Port old oilrig scientists, just to check that monuments properly support switching navmesh back and forth, will port all other old scientists later
Fix incorrect material in jacket (male and female)
Today
Kitchen kit meshes and prefab update. Added WIP materials.
Today
Merge from main
Today
collision fix for mounting on not open side, fix for oceans not rocking wheel back and forth
Merge from turret_paintball_fixes
Today
Code review fixes
Today
Port polar bear, boar, chicken and stag Properly take into account "base offset" property use on chicken and stag
Today
Route all references to unity navmesh to class with same API, to easily intercept and route requests to the correct navmesh depending on the convar Converted bear to be able to switch between unity and custom navmesh at will, has yet to port other old and new animals as well as all humanoids
Merge from main
Today
Scene stuff for Hannah
Merge from viewmodel_early_disable_fix
Today
edited RHIB ik steering wheel hand positions in its prefab
Fixed knights armour model bug
Today
Updating Rust.RenderPipeline to include removal of old PostFXStack settings class
Today
Updated the Rust.RenderPipeline package to include the new volume component changes
Today
exported 3p raft paddle idle anims
Yesterday
fix wheel spinning properly in rivers
Yesterday
Merge: from defer_tick_analytics - Optim: start analytics tasks earlier to avoid blocking main thread Tests: Jobs3 on craggy in editor
Yesterday
Update: bring back pooling for ApplyChangesParallel_AsyncState Theorising it'll be safer for hot-reload/manual domain reload flow Tests: craggy with jobs 3
Yesterday
fix NRE equipping tank top
Yesterday
Updated the Rust.RenderPipeline package and fixed compatibility issues
Yesterday
Update: skip creating analytics task if analytics is disabled Tests: none, trivial change
Yesterday
Optim: Jobs 3 - kick off analytics tasks earlier in the frame to avoid potentially blocking main thread It will overlap with server occlusion, which sohuld give it extra time to finish. Tests: none, trivial change
Yesterday
Second pass (sorta) to Kiosk F. Split out windowsills etc. in Kiosk E for lighting tests. Enabled vertex colour tint on plywood material. Put missing door back in Kiosk F. Separate material for Kiosk bricks.
Yesterday
progress on the damaged wing, vpaint
Yesterday
Merge from main
Yesterday
Adjust viewmodel camera lerp time on beancan grenade Fix issue where viewmodel camera lerp would start when there is still items in the held item stack
Yesterday
Update: replace couple managed accesses with BasePlayer.CachedState Tests: none, trivial change
Yesterday
Fix junkpiles spawning on sleeping bags
Yesterday
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Yesterday
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Yesterday
Shelve tool for adding viewmodel camera lerp animation events automatically Fix issue with viewmodel camera lerp duration not taking into account the current animator state speed
Yesterday
Fix water junk piles spawning too close to water monuments
Yesterday
Added basic support for occlusion culling to indirect instancing
Yesterday
Fixed hack test not correctly skipping single draw renderers
Yesterday
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Yesterday
Various tweaks to Rust Relay config and transport
Yesterday
Fixed issue with foliage stones normals being incorrect after the non-uniform vertex normals toggle was added
Yesterday
exported 3p stand driving animation and updated pt boat driver mount and steering wheel ik hand positions
Yesterday
Tweaked watchtower placement distance
Yesterday
Adjusting pivot position of trinagle ladder hatch collider mesh
Yesterday
triangle frame
Yesterday
edited mount position on car driver/passenger seat prefabs and exported 3p driver animations
Yesterday
armoured ladder hatch triangle frame
Yesterday
corrected suare frame
Yesterday
Skinning fix for krieg hazmat backpack straps