198,617 Commits over 4,140 Days - 2.00cph!

9 Years Ago
Bears no longer turn into logs when they die.
9 Years Ago
Added hacky as fuck filtering for AssetEnumAttribute/Drawer
9 Years Ago
added animation to scene
9 Years Ago
added truck animation to scene
9 Years Ago
Fixed revz loading in DX9 broken (RUST-907) Cleaned up reverse depth code a bit
9 Years Ago
normals updated
9 Years Ago
accidently left bool flag on
9 Years Ago
Added Fleeing flag and tweak fleeing related behaviour a bit.
9 Years Ago
added windows
9 Years Ago
Projectile entity distance verification takes entity speed into account instead of always assuming the worst-case (i.e. helicopter)
9 Years Ago
check in of latest art
9 Years Ago
isCarryingLTorch and isCarryingRTorch bools setup with left and right hand animation mask layers improved boar/warthog run/walk animstions a bit
9 Years Ago
Fixed projector multiply decal shader compilation errors Nuked image outline shader; wasn't compiling / up-to-date
bot
9 Years Ago
Automated Linux DS Build #342
9 Years Ago
▋ ▇▇▌▋▋▋▌▍ ▅▉ !▊ ▄▅▋▄▅▆▉ ▇▌▊▊▊▄ █▌▌▉ ▉▌▇▊▋▋▉▄▅█ ▋▍▇▉▆█▊▅▄ ▄▆██▊▇ !▇ ▄▋▋▋▇▌▌▇█▆ ▅▄▆█▅▄▄▌▌ ██▅▇▅▇
bot
9 Years Ago
Automated Windows Build #342
bot
9 Years Ago
Automated Linux Build #342
9 Years Ago
Merge from /mcore
9 Years Ago
updated testmap
9 Years Ago
Attempted to accurately port the fleeing calculation from the spreadsheet.
9 Years Ago
.
9 Years Ago
Disable queued decals & post-processing CMaterialSystem::AllowThreading changes from upstream
9 Years Ago
Include desync / lag in projectile verification
9 Years Ago
Car spawns
9 Years Ago
refraction tweaks
9 Years Ago
working version; needs projection fix
9 Years Ago
Fixed violations not ticking down when AFK
9 Years Ago
Updated decal painter
9 Years Ago
Reverted tiny FinalizeTick change from earlier this week
9 Years Ago
Server compile fix (cc diogo)
9 Years Ago
Fix for BR spectator cam (hopefully)
9 Years Ago
▊▇▆██ ▉▇▇▄▇ ▄▍▋▍▊▊ ▇▋▄▍ ▄▌█▉▋▇█▇▆▆ ▅▋█▆▊▆▅▊▇█▄▄ (▆▅▇▊▍▆▋█ █▅ ▍▋▋▋▌▋▋)
9 Years Ago
fixed snapping on rock idle player anim
9 Years Ago
▊▍▊▌▇▇▆ ▇▇▅▉▉▅▄▄▍ ▅▄▅▋▇▇▌▆▌▊▆▊
9 Years Ago
Added a wee bit more robustness to the OnBreak function (testing for null, rather than trusting our gpv is not a reset gpv (eg. when GP is null)).
9 Years Ago
Used "i" iterator over list when "j" should be used, would sometimes lead to out of bounds error unless "i" magically happened to be within the scope of "j".
9 Years Ago
Added shaderforge to beep project Created new paintable truck shader Created temporary paintable texture
9 Years Ago
BehaviourChain.Break invokes OnChainBreak...
9 Years Ago
More detailed hit stat tracking
9 Years Ago
all these are yet to be setup in code; triggerConfused for humans to play when they dont know what to do isDancing for humans to enable when they should dance isCarried for animals to enable when they are dead and being carried on shoulder (animations only setup for bear and deer)
9 Years Ago
BehaviourChain.Add ignores Behaviours with empty ActionChains BehaviourChain.IsValid is set explicitly at the end of DM
9 Years Ago
smartojbect_test repro setup
9 Years Ago
Added actual error messages to CMatQueuedRenderContext::AllocVertices/CMatQueuedRenderContext::AllocIndices CMaterialSystem::GMOD_FlushQueue only finishes current render job when necessary rather than every call (makes render.RenderView not super slow)
9 Years Ago
Use render queue for Lua IMaterial setters/getters
9 Years Ago
█▅▇▆▆/▍▅▌▊▅▊▅▊▋ ▋▋▋▌ █▍▋▄▊▄ ▍▋▊█▋ ▋▍▆▊ ▉▅▌ ▌▉▉▌▍▊▋▊▆ ▄▇█ ▄▆▍ ▍██ ▇▇█▆▆▉ ▆▋▄▍▆▇ █▅▉▌▌▆▇▉▍▅
9 Years Ago
FOR FUCK SAKE missing file
9 Years Ago
█ ▋▋▊▆▋▄ ▌▍▍ ▄▊▄▋ ▅▄▊▄█▋▄▉▄▋ ▅▄▇▊▇ ▇▊▋ ▉▉▌▍ ▉▍▌▍ ▉▆▌▌▆▌▄ ▉▆█▅▌▌ ▌▋▍▋ ▍█▅ ▇█▉▊ ▆▇▅█ ▌▅█▋▆ ▉▆▌▊▅▉▇▍
9 Years Ago
fffffffffffff
9 Years Ago
Effects tweaks, editor improvements
9 Years Ago
Added a prefix to all Effect names Removed Alive Effect, now handled by Awake and Sleeping