branchrust_reboot/maincancel

30,744 Commits over 3,867 Days - 0.33cph!

11 Years Ago
added materials
11 Years Ago
added rock viewmodel, clips, & anim controller
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
Fixed error in Trigger hurt, when objects get removed while triggering
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
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
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
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
moved the bear .fbx files to rust reboot
11 Years Ago
-new bolt rifle / tweaked some animations for the hatchet / stone hatchet
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
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
resource harvesting basics map-included entity spawning should work
11 Years Ago
Smashed up shit now drops contents
11 Years Ago
Added TakeDamage item module Made campfire/wooden box destroyable
11 Years Ago
Network messages for trace attack and effects Server, handle messages being sent when server shutting down Server muted connection - for prediction culling Networked effects Item Container/Items can now get their player owner Melee attack now sent to server (does nothing yet) Split HitTest from HitInfo Made FindClientsideEntity shared, renamed to Find Added Attack class Added Effects class Added ServerEffects class
11 Years Ago
Realm push-popper. So we can tell which realm we're in without relying on #client and #server
11 Years Ago
-turn in place (left/right); jump in place (start /midair/land); prone animations; swimming/treadwater animations
11 Years Ago
Beautified terrain UVMIX shader code Put the common code between the add and blend passes in a cginc file
11 Years Ago
This might fix it
11 Years Ago
Added all trees, bushes and rocks to the procedural test map
11 Years Ago
Scaled the rocks up to use them as big rocks for the time being
11 Years Ago
All rock prefabs with colliders
11 Years Ago
Yo, there's a meta file missing for the hammer materials folder it appears
11 Years Ago
All tree prefabs with colliders
11 Years Ago
net.debug off by default
11 Years Ago
Found out the difference between mesh and sharedMesh
11 Years Ago
Fixed loading a new mesh for every item (added debug output to verify this)