187,535 Commits over 3,167 Days - 2.47cph!

9 Years Ago
Added spawnpoints (temporary) Made Sleeping player movement better Added crafting logic Added crafting UI Added player respawning after death Fixed player feet offset stupidness Fixed network group not reconfiguring when spawning into sleeper Fixed position smoothing being fucked in low fps Undone fall logic
9 Years Ago
Woodpile meshes with LODs.
9 Years Ago
Mesh blend shader cleanup
9 Years Ago
updated viewmodel scene with rock anim
9 Years Ago
added materials
9 Years Ago
added rock viewmodel, clips, & anim controller
9 Years Ago
added rock folder & textures ( mesh contained within viewmodel anim)
9 Years Ago
updated anim
9 Years Ago
Large storage box LODs
9 Years Ago
Campfire checkin with LODs.
9 Years Ago
Crafting basics
9 Years Ago
prone_left animations
9 Years Ago
More debug !
9 Years Ago
Oops, left in some debug, fixed
9 Years Ago
Copy EAC files over on build
9 Years Ago
EAC dlls and launcher
9 Years Ago
Compile the clients to RustClient
9 Years Ago
Fixed client error
9 Years Ago
Player state Sleep animation rules
9 Years Ago
Player animation optimizations - only animate when visible - only set position when changing position
9 Years Ago
Meat LODs
9 Years Ago
Fixed error in Trigger hurt, when objects get removed while triggering
9 Years Ago
Tuna can LODs
9 Years Ago
Made everything use the new terrain math class Parallelized the normal map generation of terrain blend Fixed that the terrain blend initialization would run twice Reordered the terrain data instance setup of the procedural terrain generation since it's slightly faster that way
9 Years Ago
Fixed loading saves in singleplayer
9 Years Ago
Class for all the thread safe terrain math I had to implement Hopefully all of this will be part of the Unity terrain system one day
9 Years Ago
LODs done for the cans of beans.
9 Years Ago
Added simple Saving/Loading If a player object exists, player will spawn into it Player doesn't get removed when player leaves server Player gets destroyed when killed and no connection Moved localplayer under clientside ServerMgr now calls Init itself, instead of using Start (which can be delayed by a frame) Added server.saveinterval Added server.identity
9 Years Ago
Raspberries LODs
9 Years Ago
Bandage LODs
9 Years Ago
Server save prefab
9 Years Ago
Server saving
9 Years Ago
Split Destroy into Client/Server functions for clarity Added save list
9 Years Ago
Refactoring to decouple BaseEntity from Networking a bit more obviously
9 Years Ago
Barrel LODs
9 Years Ago
Log server exceptions properly
9 Years Ago
Damage Indicator (wip)
9 Years Ago
Health UI More specific layers More CollisionSettings.* Fixed Axe viewmodel not showing up
9 Years Ago
Player ground mask
9 Years Ago
Metabolism now syncs properly Added vitals on hud (placeholder) Added TriggerBase, TriggerHurt (testing) Serverside player colliders
9 Years Ago
-removed the .fbx files for the bear / stag / boar. checked in the source files for the bear / stag / boar
9 Years Ago
moved the bear .fbx files to rust reboot
9 Years Ago
source files for bolt rifle / hatchet / stone hatchet
9 Years Ago
-removing the fbx files for the weapon models from Rust ARt
9 Years Ago
-new bolt rifle / tweaked some animations for the hatchet / stone hatchet
9 Years Ago
worked further into anim
9 Years Ago
Metabolism take damage
9 Years Ago
Cleaning up
9 Years Ago
Fix compile error
9 Years Ago
Added new layers Added GameTrace - which is like the normal physics ray trace, but also asks hit objects to test themselves (this allows us to have sub-collision schemes, like hitboxes) Removed Attack class HitInfo now stores Transform bones Added Blood effect Added player collision Added Hit Sphere collision scheme (testing feasibility) Added collision_setup prefab - this allows us to have a central place to set up collision masks in game instead of code Added MathLibrary - which might be overkill because I'm only using one function, although if it means we don't have to write our own.. all the better.