162,222 Commits over 4,597 Days - 1.47cph!

11 Years Ago
Added rust/stdwire shader to replace custom/wire; powerline cables now cast shadows Removed deprecated conditional defines
11 Years Ago
Quick cloud fix for outdated AMD firepro drivers on glcore/windows
11 Years Ago
Removed unused file
11 Years Ago
Merge from main
11 Years Ago
Matched bone scaling to what it was pre-patch
11 Years Ago
Water well deployable files (models, LODs, COLs, Animation)
11 Years Ago
Moved constant param computation to cpu; reduced per-vertex alu Fixed remaining sky issues Fixed incorrect near plane
11 Years Ago
Added revz toggle; default off Made some code revz agnostic
11 Years Ago
OSX protobuf generate script
11 Years Ago
Protobuf generate
11 Years Ago
Compile fix
11 Years Ago
Repair module cleanup
11 Years Ago
Prefab updates
11 Years Ago
Fixed being able to repair things with just wood
11 Years Ago
Water desalinator deployable files (models, LODs, COLs,Gibs)
11 Years Ago
Missing gibs for the water well - prefab update
11 Years Ago
loot through walls/flame spawn fix
11 Years Ago
Added rust/std version of grass Fixed water reflections on revz enabled Patched most remaining shaders to support revz; transition now seamless, getting ready to merge
11 Years Ago
Grass material to new shader
11 Years Ago
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions) Fixed plants skipping their dying skin when exceeding their max number of seasons
11 Years Ago
Merge from main
11 Years Ago
Plant skins use prefab pooling Plants can specify whether or not to switch to the dying state when harvested for the last time
11 Years Ago
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
11 Years Ago
Fixed atmosphere shader to work well in both modes Added graphics.revz toggle command Cleaning up
11 Years Ago
Plant server convars actually do what they claim to do
11 Years Ago
Fixed plant planting and harvesting particle effect rotations
11 Years Ago
Added hemp seeds and hemp farming Network++
11 Years Ago
Updated Rust.Data plugin
11 Years Ago
Merge from main
11 Years Ago
Merge from decay_reboot Network++
11 Years Ago
Compile fix
11 Years Ago
Fixed plant skins missing from asset bundles
11 Years Ago
Wild corn & pumpkins always spawn next to rivers
11 Years Ago
Reduced driftwood density
11 Years Ago
Dialed back hemp tint randomization
11 Years Ago
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
11 Years Ago
Tightened valid cupboard deployment angle
11 Years Ago
Lanterns can be placed on top of other deployables again (RUST-823)
11 Years Ago
Fixed world models / ragdolls ignoring cave triggers
11 Years Ago
Fixed server projectiles (i.e. rockets) ignoring cave triggers
11 Years Ago
Vis.Colliders handles terrain triggers
11 Years Ago
Fixed turret LOS check ignoring cave triggers
11 Years Ago
Added prevent movement physics layer (similar to prevent building, just for movement)
11 Years Ago
Found an ingenious (i really mean dumb) way to allow runtime toggle for debug/testing; default off for now Tested d3d11; d3d9 and gl need work before merge
11 Years Ago
Fixed fog seam on river to ocean transition; rivers too low tess for vertex fog Optimized screen coord to frustum ray
11 Years Ago
Improved quit to editor handling of when revz is enabled
11 Years Ago
Couple edit-mode more fixes
11 Years Ago
instahit fix can no longer codelock fish traps ( wow )
11 Years Ago
baseline for water purifier/desalinator
11 Years Ago
missing