reporust_rebootcancel

126,693 Commits over 4,109 Days - 1.28cph!

2 Years Ago
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2 Years Ago
increased number of center-hits during extended burst fires for thompson and mp5 adjusted thompson recoil to be slightly more predictable
2 Years Ago
▆▆▌▄▆█▋ "▆▇▉▉ ▊▊█▅▍▍ ▊▄▄▉ █▍ ▅▋▄▌▇ ▇▆▄▌ ▊▅▋▄▇" ▉▋ ▊█▋▇▊▉ "▋▍▆▆▍_▄▉▆▍▇_▌▆▋▇▅▉_█▌▄█" ▋▍█▋▅▊█ ▍█▊▌▄▆▉▍▅ ▊▅▇▆▉▊ ▊▌▍▋ ▉▅▉▄▍▌▇: `▅▌▌█_▉▄_▇▉▊_▌▇▉▋` ▄▅█ `▄▍▇▉▌_▌▄_▇▊▋_█▅▆▇` ▇▊ ▍▋▄▋▅ ▊▅▄ ▄▊▍▋ ▇▇▅▊ ▇▋█▅▊▇▉▇▋█▌ ▋▊▆▇ ▆█▊▉ ▄▍█▇█ ▌▇█▅ ▍▇▄▇▊▋▌
2 Years Ago
merge from main
2 Years Ago
merge from nuclear_missile_silo
2 Years Ago
merge from nuclear_missile_silo/flyby
2 Years Ago
manifest
2 Years Ago
Flare stuff & related files
2 Years Ago
flyby changes, road bradley spawning, updated jet art
2 Years Ago
Added NVG specific AI design. NVG scientists now use home-point anchored roaming. Reduced how often NVG scientists roam. NVG scientists can now use healing items.
2 Years Ago
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2 Years Ago
Fixed z-fighting decal near computer room Slightly moved some loot position to fix clipping issues Tweaked the ladder trigger on watchtowers to prevent from climbing on the outside of the lader Scene2prefab
2 Years Ago
Scene backup
2 Years Ago
Set tunnel meshes inside the silo to cast two sided shadows to minimize light leaking through terrain Added a proximity reset timer to the hatch puzzle. The puzzle will reset after 30 seconds once player leaves the keycard area Added a more precise collider for the warhead room floor Scene2prefab
2 Years Ago
set door.hinged.NMS_green/grey/red prefabs isSecurityDoor to FALSE so that they don't respawn as security doors and cut the navmesh up when loading monument from a save file
2 Years Ago
Don't allow viewing static CCTV cameras from Rust+
2 Years Ago
merge from NMS
2 Years Ago
merge from main
2 Years Ago
▊▉▋▉█▋
2 Years Ago
exported recycler_rigged.fbx after lod3 UV update
2 Years Ago
tweaking values to flashlights
2 Years Ago
fixed water_drum_b shadow proxy not being deleted
2 Years Ago
update to recycler fbx fixed LOD3 uvs fixed scaling and rotation values
2 Years Ago
Move fix so it actually gets applied in client builds
2 Years Ago
Compile fix
2 Years Ago
Use ByteAddressBuffer to load vertex data
2 Years Ago
reverted core/foliage changes
2 Years Ago
some changes to the roof.stone.bootom.line prefab to mitigate draw distance/LOD Bias outcomes
2 Years Ago
Enable / disable building skins buttons are now triggered when releasing the mouse button rather then pressing it to prevent multiple triggers in a row when holding down the mouse button slightly too long
2 Years Ago
Fixed unnecessary GC when refreshing hammer radial menu
2 Years Ago
Fixed missing phrases for enable / disable building skins buttons in hammer radial menu
2 Years Ago
Added shadows to the debug shader
2 Years Ago
Tweaked navmesh obstacle along fence and moved an AI move point. s2p.
2 Years Ago
Adjusted colliders and meshes for comfortable walkability on the quarry deployable
2 Years Ago
re-uv'd the thatched LOD1 roofs to display hay
2 Years Ago
merge from main
2 Years Ago
merge from rivals_video_player fixes
2 Years Ago
applied the recent crate/spawn local scene changes to the AI prefab to keep it synched
2 Years Ago
merge from main
2 Years Ago
merge from nuclear_missile_silo
2 Years Ago
Increased and squared navmesh bounds to fix navmesh generation issues when monument is rotated. s2p.
2 Years Ago
merge from main
2 Years Ago
merge from building_skins_3
2 Years Ago
reduced volume of wall.half and wall.low colliders
2 Years Ago
merge from adobe_item
2 Years Ago
fixed roof conditional end bits being swapped L/R
2 Years Ago
fixed triangle frame gibs material definition
2 Years Ago
fixed sheet metal wall.left / wall.right conditionals
2 Years Ago
fixed incorrect shadow proxies on spiral stairs, incorrect collision offset, incorrect surface type fixed custom normals on floor, triangle floor
2 Years Ago
fixed incorrect vertex normals on spiral stairs