228,747 Commits over 3,745 Days - 2.55cph!

10 Years Ago
-last of the prone animations;
10 Years Ago
Moved all benchmarking to TerrainGenerator Added BENCHMARK ifdefs to TerrainGenerator Multiple tweaks and fixes for TerrainBlend Added TerrainBlend setup to TerrainGenerator to reuse the splatmap and heightmap arrays Added SpawnHandler setup to TerrainGenerator to reuse the splatmap array
10 Years Ago
added initial bow viewmodel setup file
10 Years Ago
Mesh blend shader tweaks and fixes
10 Years Ago
Fixed splat UV calculations
10 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
10 Years Ago
Woodpile meshes with LODs.
10 Years Ago
Mesh blend shader cleanup
10 Years Ago
updated viewmodel scene with rock anim
10 Years Ago
added materials
10 Years Ago
added rock viewmodel, clips, & anim controller
10 Years Ago
added rock folder & textures ( mesh contained within viewmodel anim)
10 Years Ago
updated anim
10 Years Ago
Large storage box LODs
10 Years Ago
Campfire checkin with LODs.
10 Years Ago
Crafting basics
10 Years Ago
prone_left animations
10 Years Ago
More debug !
10 Years Ago
Oops, left in some debug, fixed
10 Years Ago
Copy EAC files over on build
10 Years Ago
EAC dlls and launcher
10 Years Ago
Compile the clients to RustClient
10 Years Ago
Fixed client error
10 Years Ago
Player state Sleep animation rules
10 Years Ago
Player animation optimizations - only animate when visible - only set position when changing position
10 Years Ago
Meat LODs
10 Years Ago
Fixed error in Trigger hurt, when objects get removed while triggering
10 Years Ago
Tuna can LODs
10 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
10 Years Ago
Fixed loading saves in singleplayer
10 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
10 Years Ago
LODs done for the cans of beans.
10 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
10 Years Ago
Raspberries LODs
10 Years Ago
Bandage LODs
10 Years Ago
Server save prefab
10 Years Ago
Server saving
10 Years Ago
Split Destroy into Client/Server functions for clarity Added save list
10 Years Ago
Refactoring to decouple BaseEntity from Networking a bit more obviously
10 Years Ago
Barrel LODs
10 Years Ago
Log server exceptions properly
10 Years Ago
Damage Indicator (wip)
10 Years Ago
Health UI More specific layers More CollisionSettings.* Fixed Axe viewmodel not showing up
10 Years Ago
Player ground mask
10 Years Ago
Metabolism now syncs properly Added vitals on hud (placeholder) Added TriggerBase, TriggerHurt (testing) Serverside player colliders
10 Years Ago
-removed the .fbx files for the bear / stag / boar. checked in the source files for the bear / stag / boar
10 Years Ago
moved the bear .fbx files to rust reboot
10 Years Ago
source files for bolt rifle / hatchet / stone hatchet
10 Years Ago
-removing the fbx files for the weapon models from Rust ARt
10 Years Ago
-new bolt rifle / tweaked some animations for the hatchet / stone hatchet