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  1. k1lly0u

    RustEdit 1.0.41

    This update requires that you use bundles from Staging branch until the game update later today -- Version 1.0.41 -- Change Log -- Added - Ability to use the TAB key to cycle through inline input fields Added - Ability to cycle through prefab list and scene hierarchy items using the up and down...
  2. k1lly0u

    RustEdit 1.0.35

    Gonna keep this brief... Spent a couple of days in a repeating cycle of debugging and optimising and now have prefabs loading pretty fast. The reason for it taking so long was all the additional processing being done to make them behave the way I wanted to use them in the editor. Now everything...
  3. k1lly0u

    RustEdit 1.0.30 - 1.0.34

    There have been a few updates since this months game update to fix various bugs. If you haven't updated yet it is recommended you do so before continuing anything you are working on To update the editor simply click Check For Updates in the RustEdit Launcher! -- Version 1.0.34 -- Change Log...
  4. k1lly0u

    RustEdit 1.0.29

    I am not going to go too indepth with this blog post as I have only had 3 hours sleep, but here it it. This update took longer than expected and it has only had half a day of testing. There may be some bugs so if you find one report it in the appropriate section. The big part of this update is...
  5. k1lly0u

    RustEdit 1.0.26

    Optimizations I went through the almost entire editor code base and optimized many systems. These changes have reduced memory usage by 20-25% and increased FPS, even in areas where there is a lot going on. I also moved a lot of the intensive CPU based task processing over to the GPU which has...
  6. k1lly0u

    RustEdit 1.0.21

    Just a small update to improve and fix a few things Issues with BuildingBlocks You may have noticed there were multiple versions of each building block in the prefab list, all with seperate building grades. These have been removed and now it is just 1 block with a changeable grade. Walls will...
  7. k1lly0u

    Creating Custom Loot and Vending Profiles

    You need the RustEdit extension and Oxide/uMod installed on your server for custom loot/vending machines to work on your map - https://github.com/k1lly0u/Oxide.Ext.RustEdit/ - https://umod.org/ Custom Loot Containers use 'Loot Profiles' and Vending Machines use 'Vending Profiles' Basically...
  8. k1lly0u

    Creating Custom Puzzles + Tutorial for a basic security door circuit

    Lets start off with a few notes: - You need the RustEdit extension and Oxide/uMod installed on your server for IO to work on your map - https://github.com/k1lly0u/Oxide.Ext.RustEdit/ - https://umod.org/ - All the IO prefabs that are intended to be used in maps can be found in the prefab list...
  9. k1lly0u

    RustEdit Oxide/uMod Extension

    The RustEdit Oxide/uMod extension expands our capabilities of what we can achieve in custom maps. The extension requires that you have Oxide/uMod installed on your server Current features of the extension are; Establishes IO connections made in the editor Populates custom loot containers and...
  10. k1lly0u

    RustEdit 1.0.20

    Before I get into the details of this update I should mention that I am forced to push this update before it has been completely tested due to the fact that the previous version of the editor will not work with the next Rust update so there may still be some bugs Graphics This update comes...
  11. k1lly0u

    RustEdit 1.0.19

    Text to Prefab Generator This is a simple tool to make creating signs using the letter and number prefabs easier. Simply enter your text and hit "Generate" and it will spawn the letters and numbers Global Space Scaling Somehow it was overlooked that the scale tool worked in global space. While...
  12. k1lly0u

    Creating Custom Brushes

    Custom brushes are 100x100 grey scale .png images, black applies no strength and white is full strength. You place these images in your "RustEdit install dir/Brushes" folder and they apply to both paint and terrain tools. ex.
  13. k1lly0u

    Sphere in hand [Сфера в руке]

    Ctrl + Right Click? That one is technically from Tiberian Dawn, but hey... :P
  14. k1lly0u

    Sphere in hand [Сфера в руке]

    Hand of NOD?
  15. k1lly0u

    RustEdit 1.0.18

    Just pushed a patch with a few fixes regarding the LOD system and a issue when switching between paint layers. Also added procedural roadside decor objects spawning. Incase you have missed it there have been a couple of other patches since the last main release. Details below -- Version...
  16. k1lly0u

    RustEdit 1.0.15

    This update contains a bunch of new tools, improvements to existing systems and fixes Unity 2018.3.4 I updated the editor to use Unity 2018.3.4, but no matter what I tried every time I switched the Unity version it broke pretty much everything. I wanted to update mainly so I could port over the...
  17. k1lly0u

    RustEdit 1.0.14

    This update is mostly fixes and improvements to existing systems New Terrain Shader The old shader was shit, it had no flexibility, made the textures look shit, and it turn't every thing white at a certain distance from the camera. The new shader gives me a lot more control over the textures...
  18. k1lly0u

    RustEdit 1.0.13

    There was a bug in the system that rebuilds collections of prefabs back into their own instance of the collection when loading the map. The bug has now been fixed but unfortunately it will group every prefab in those instances into 1 individual collection. Basically if you made a custom prefab...
  19. k1lly0u

    RustEdit 1.0.12

    -- Version 1.0.12 -- Change Log -- Added - Search bar to 'Assets in Scene' hierarchy Fixed - Unable to duplicate custom prefab groups Fixed - Smoothing pass option in the map resizer shouldn't be available for extend or cut resize type
  20. k1lly0u

    Using the Map Merger tool

    Some of you are having trouble understanding how to use the merge function. Ideally I would have liked to of shown a bird's eye map of the source file and you could select a box from there, however loading 2 maps just for this function would be a major strain on system resources so it just isn't...
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