userAdam Wcancel
reporust_rebootcancel

8,079 Commits over 2,649 Days - 0.13cph!

infoRust development commits are now under /Rust/
59 Days Ago
Add car reload action and remove menu gesture action.
59 Days Ago
Merge from more_rumble
59 Days Ago
Festive garlands now work on player built boats
59 Days Ago
Ensure all haptic feedback is stopped on application quit, just incase. Move intensitiy settings to their own new UI sub-category.
59 Days Ago
Tweak low health heartbeat. More noticeable in strength but fades out after 3 seconds of health loss at low health.
59 Days Ago
Restore some spacing gaps in gamepad UI
59 Days Ago
Implement HapticSource to track where the rumble is coming from. Add per-source haptic intensity convars so each can be customised. Add sliders for them all to gamepad options UI.
59 Days Ago
Major haptics refactor/improvements. Added a dedicated rumbler mixer to support multiple sources/blending. Added a bunch of extra rumble features, piggy backing existing call sites where possible to minimise gameplay code intrusion. Added vehicle based rumble, running off their audio systems. Added light horse hoof rumble. Added impact/explosion rumble. Added generic HapticPulseEffect component ready for other uses.
60 Days Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
Merge from stacking
2 Months Ago
2 Months Ago
Added a generic warning function that can be set/called by planner. Upgrade planner placement now checks if future upgrades can also be placed for the current upgrade. Placement turns yellow if this upgrade is possible but future ones are not. Stops you placing 2 sandbag upgrades to then realise the next one is placement blocked.
2 Months Ago
Make the other sandbags non-craftable, only the default sandbag .
2 Months Ago
Assign new sandbag placement guides, per level. No longer hide the item being upgraded.
2 Months Ago
Move planner upgrade code to partial
2 Months Ago
Further placement checks/fixes.
2 Months Ago
Fix clientLastAttackedTime not being initially set to -infinity which blocked sandbags from being upgraded instantly after placement due to incorrect cooldown. Checks correctly run server-side.
2 Months Ago
Same damaged cooldown logic for upgrading as repairing
2 Months Ago
Merge from main
2 Months Ago
Trying out manual clipping boxes for placement meshes to only show the upgrade portions. Works pretty well, but parking it because custom made meshes will still look better.
2 Months Ago
Hide the existing mesh and only show the upgrade placement guide when placing upgrades, fixes the overlap and looks better. Only hide the visuals, and only clientside, collision etc all remains active.
2 Months Ago
Upgrading damaged sandbags doesn't give a free repair to full. Keeps previous health fraction. Convar'd behind ConVar.Server.upgrade_keeps_health because I'm not sure how we wiill want this to play out. Defaults to true for now.
2 Months Ago
Upgrading transfers skin to new placement
2 Months Ago
Initial prototype rework: Removed all the new sockets from sandbags. Use the position/rotation of the sandbag being upgraded instead of calculating it via sockets. Refactor some of the prototype code into functions and only use them in the upgrade paths, so we don't touch regular placement logic anymore. Client now runs the serverside checks too. Refactor UpdateUpgradeTier, and don't run it for everything via FillPlacement. Don't cache incorrect upgrade levels. Remove stack socket placement logic. Fix being able to use any sandbag level to upgrade a sandbag to next level. Use/trust serverside checks/position not client provided. Run all placement checks when upgrading, so upgrades can't clip through stuff. Remove some now unused new find deployable functions.
2 Months Ago
Applying shelved stacking prototype.
2 Months Ago
Add haptic feedback toggle to gamepad options UI
2 Months Ago
Codegen
2 Months Ago
Apply haptic feedback branch/shelves.
2 Months Ago
Update gamepad_configure to call the new ShowBindingPanel from the FP.Steamworks DLL so we can finally call the Steam input gamepad config screen without a hack.
2 Months Ago
Merge from fp_steamworks_more_gamepad
2 Months Ago
Merge from main
2 Months Ago
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
2 Months Ago
Define fixes
2 Months Ago
Rework comparers.
2 Months Ago
Glyph/bind resolution cleanup
2 Months Ago
Move a bunch of gamepad source file locations so I can remove a chunk of shitty bridging code between assemblies
2 Months Ago
Refactor duplicate stick suppression calls
2 Months Ago
Remove dead phrases and input axes
2 Months Ago
Couple of performance improvements.
2 Months Ago
Workaround to preserve previous heli-specific input cancelling
2 Months Ago
Rename some gamepad binds to action names not physical button names, for consistency.
2 Months Ago
Add new bind command for gamepad defaults. Fixes regular binds not correctly reseting to defaults when no mouse/keyboard is bound, if a gamepad button is also bound to that key. Update keys_default
2 Months Ago
Merge from bindrefactor
2 Months Ago
Refactor two separate bind registration locations into one.
2 Months Ago
spacing/line fixes
2 Months Ago
Disable debug overlay by default
2 Months Ago
Merge from /skins
2 Months Ago
Merge from main
2 Months Ago
Bunch of UI styling/improvements.