246,887 Commits over 3,928 Days - 2.62cph!

11 Years Ago
added rock viewmodel, clips, & anim controller
11 Years Ago
added rock folder & textures ( mesh contained within viewmodel anim)
11 Years Ago
updated anim
11 Years Ago
Large storage box LODs
11 Years Ago
Campfire checkin with LODs.
11 Years Ago
Crafting basics
11 Years Ago
prone_left animations
11 Years Ago
More debug !
11 Years Ago
Oops, left in some debug, fixed
11 Years Ago
Copy EAC files over on build
11 Years Ago
EAC dlls and launcher
11 Years Ago
Compile the clients to RustClient
11 Years Ago
Fixed client error
11 Years Ago
Player state Sleep animation rules
11 Years Ago
Player animation optimizations - only animate when visible - only set position when changing position
11 Years Ago
Meat LODs
11 Years Ago
Fixed error in Trigger hurt, when objects get removed while triggering
11 Years Ago
Tuna can LODs
11 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
11 Years Ago
Fixed loading saves in singleplayer
11 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
11 Years Ago
LODs done for the cans of beans.
11 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
11 Years Ago
Raspberries LODs
11 Years Ago
Bandage LODs
11 Years Ago
Server save prefab
11 Years Ago
Server saving
11 Years Ago
Split Destroy into Client/Server functions for clarity Added save list
11 Years Ago
Refactoring to decouple BaseEntity from Networking a bit more obviously
11 Years Ago
Barrel LODs
11 Years Ago
Log server exceptions properly
11 Years Ago
Damage Indicator (wip)
11 Years Ago
Health UI More specific layers More CollisionSettings.* Fixed Axe viewmodel not showing up
11 Years Ago
Player ground mask
11 Years Ago
Metabolism now syncs properly Added vitals on hud (placeholder) Added TriggerBase, TriggerHurt (testing) Serverside player colliders
11 Years Ago
-removed the .fbx files for the bear / stag / boar. checked in the source files for the bear / stag / boar
11 Years Ago
moved the bear .fbx files to rust reboot
11 Years Ago
source files for bolt rifle / hatchet / stone hatchet
11 Years Ago
-removing the fbx files for the weapon models from Rust ARt
11 Years Ago
-new bolt rifle / tweaked some animations for the hatchet / stone hatchet
11 Years Ago
worked further into anim
11 Years Ago
Metabolism take damage
11 Years Ago
Cleaning up
11 Years Ago
Fix compile error
11 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.
11 Years Ago
Minor tweaks
11 Years Ago
Apple LODs
11 Years Ago
Initial commit of the whole terrain mesh blending thing, just in case my PC catches on fire Nothing you see here is finished, the basics work though
11 Years Ago
Added LODs to the rad pills.
11 Years Ago
Chocolate bar asset with 3 LODs and textures - 1st checkin.