221,906 Commits over 3,653 Days - 2.53cph!

8 Years Ago
latest art changes to human deer bear and some huts added sloth
8 Years Ago
Updated paint mode scene lighting
8 Years Ago
actual fix for the sloth (had forgotten to put body in the mesh name)
8 Years Ago
Added auto-generation of stat getter methods that should support caching
8 Years Ago
made buildings lower, tidied up hex blocks and added to scene. added fog and lighting
8 Years Ago
Added code generation for StatsComponent+Properties
8 Years Ago
human anims setup to take injured and exhausted
8 Years Ago
Updated city scene Changed mission queue layout Updated inputs
8 Years Ago
added new city blocks to new scene and combined to make test city
8 Years Ago
added exhausted and idle triggers to bear and deer
8 Years Ago
created new resolution roads and hex system and exportede
8 Years Ago
Increased range that weapons can be picked up at
8 Years Ago
updated 32x tiles
8 Years Ago
source anim update
8 Years Ago
first pass sloth using the bear as a base reimported asset stats from google drive
8 Years Ago
updates to bone throwng vm anim source
8 Years Ago
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8 Years Ago
Added reporter Added rotate function for hex grid Switch to paint mode
8 Years Ago
remade hex pieces with new road width
8 Years Ago
updated tiles to 32x32
8 Years Ago
Updated plugins VS solution to allow compilation with XS
8 Years Ago
improved mud 01 roof and base
8 Years Ago
Building blocks store a unique building ID (all building blocks that belong to the same building have the same building ID) Network++
8 Years Ago
Added decal renderer and bullet impact decals.
8 Years Ago
DM and Action Run is still on Sim Tick, while some other things that's got to do with Behaviour Chain ticking has been moved onto the ordinary Tick.
8 Years Ago
Fixed muzzle mods missing from asset bundles (RUST-963)
8 Years Ago
triggerTurnL and triggerTurnR setup for human but needs hooking up via code
8 Years Ago
FOR FUCK SAKE wip room script, commenting unfinished part
8 Years Ago
NRE Fix
8 Years Ago
- Speed tweak
8 Years Ago
Updated truck with right materials
8 Years Ago
made mudhut base deeper and have less of a lip init randomNumber on units in animation prefab so I can modify the idle speed with it to stop animals idles syncing up
8 Years Ago
Bleeding now is attached to it's unit.
8 Years Ago
- Commented out camer cullign debug line
8 Years Ago
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8 Years Ago
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8 Years Ago
Fixed admins getting AH violations when disabling admin cheat while moving very fast Fixed taking damage when entering water while using admin cheat
8 Years Ago
Fixed being able to place boxes partially inside walls (RUST-908)
8 Years Ago
Fixed weapon attachments being invisible when attached to weapon that is currently held Cleaned up some code that dealt with the weapon attachment disabled flag
8 Years Ago
Moved the handling of "frames per tick" tracking, that it's a bit more clear what's going on with it.
8 Years Ago
A sim tick won't use up multiple frames due to the three states of ticking anymore, but rather strive to use as much of it's budget as possible each frame (even if that includes multiple tick states in a single frame).
8 Years Ago
Fixed order of SetDestination start
8 Years Ago
NRE fix in combat ability selector
8 Years Ago
Combat ability selector tweaks
8 Years Ago
EntityManager budget sim tick in LateUpdate
8 Years Ago
EntityManager test
8 Years Ago
Updated scenes Removed old truck prefab
8 Years Ago
Fixed potential NREs in Corpse
8 Years Ago
Testing ActionChain break change (dont break current action if not running, I suspect this never got called anyway) Navigation.SetDestination does reset path again, for testing
8 Years Ago
TribeStartArea tweak Snow weather type