125,648 Commits over 4,171 Days - 1.26cph!

2 Years Ago
Merge from main
2 Years Ago
AH Flare prefabs
2 Years Ago
merge from code
2 Years Ago
merge from main
2 Years Ago
code baseline
2 Years Ago
added launcher .item, prefab updates
2 Years Ago
file name updates
2 Years Ago
prefab updates
2 Years Ago
launcher prefab updates, added .viewmodel prefab (WIP)
2 Years Ago
Fix shader for procedural rendering, verticies and indicies seem right now
2 Years Ago
launcher file/folder setup and edits, base vm rig files & .entity holdtype
2 Years Ago
Latest changes
2 Years Ago
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2 Years Ago
merge from tests/entities
2 Years Ago
Set door collider to convex to prevent error spam
2 Years Ago
Default clan score to 0 in DB, no point being null
2 Years Ago
Got the door working
2 Years Ago
Enable saving on armor entity. Don't disable saving on armor entity in code. Consume item.
2 Years Ago
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2 Years Ago
Added HotAirBalloonEquipment. Armor is now a HotAirBalloonEquipment. Handle adding/removing equipment entities. Base functions for modifying stats.
2 Years Ago
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2 Years Ago
▅▉█▊▉▍▅++
2 Years Ago
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2 Years Ago
exported homing missile launcher hold type idle pose and setting up in unity
2 Years Ago
Iterating
2 Years Ago
Change Vertex & Index buffer to StructuredBuffer type Use global shader keyword `RUST_PROCEDURAL_INSTANCING` to enable procedural rendering Apply procedural rendering to UnityStandardCore deferred shader
2 Years Ago
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2 Years Ago
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2 Years Ago
merge from terrain-texture-lod-fix
2 Years Ago
Gib spawning without parenting. Added HotAirBalloonArmor class and re-setup the prefab using it.
2 Years Ago
Fixed UV scroll stretching due to precision issues in standard shader set
2 Years Ago
Health change
2 Years Ago
Fixed terrain texture detail progression via shader quality
2 Years Ago
parachute.bypassrepack now forces the parachute back into the parachute slot
2 Years Ago
Added metal briefcase models
2 Years Ago
merge from main
2 Years Ago
Adjusted one dismount point that was never valid on static computer station
2 Years Ago
Updated colliders on the static computer station as well. For this static one I haven't added collision for the chair, since it requires moving the dismount points and the static computer station is used in quite a few places, often quite cramped. The computer station chair had no collision before today, allowing for the dismount points to be quite close to the table.
2 Years Ago
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2 Years Ago
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2 Years Ago
merge from flyby
2 Years Ago
Fix parachute not playing animations for non-local players (including all players in demos)
2 Years Ago
Updated locker to 42 slots to fit new parachute slot Updated locker behaviour to only allow backpacks in the new slot Updated both deployable and camper versions
2 Years Ago
Fixed double-up collider names on workbenches (can cause trouble when finding bones)
2 Years Ago
Minor meta file fix
2 Years Ago
Computer Station was already all convex colliders, but the entire thing was represented with a single box collider, so I've redone it with the level of detail that other deployables have. Chair and radio now have collision too. Dismount points needed to be moved out a bit to account for the chair.
2 Years Ago
Merge from airpatch_media
2 Years Ago
Fixed TimedExplosive throwing a server error if it's missing an explosion effect (occurred when a flare times out)
2 Years Ago
Merge from parachute (fixes, sam site targeting)