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128,688 Commits over 4,201 Days - 1.28cph!

10 Months Ago
- First pass on multiswap arrow heads - Disable arrow movement in shoot states and just turn it off when shooting - Change which arrows are turned on/off in each state
10 Months Ago
Catapult projectile orientation fun WIP.
10 Months Ago
fix uv2
10 Months Ago
Update: DemoServer - spawn entities with the right initial flags Turns out I had doors in a base to be closed on spawn, leading to tick violations - this fixes it. There's more violations to go. Tests: Played the demo, checked that the relevant door is now open.
10 Months Ago
Fireball small prefab update.
10 Months Ago
Manually updated Fireball_Small to be like the updated one on the unmerged new-explosion branch, as the old one looked really out of place in this context.
10 Months Ago
Merge from /main
10 Months Ago
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default Fixed a bug collecting wrong statistics about unsupported shaders
10 Months Ago
manifest update
10 Months Ago
adobe wall and gate lods
10 Months Ago
Added jungle tree spawners to spawn.procmap.v3
10 Months Ago
Created spawn settings for jungle trees and added them to the jungle biome Removed jungle biome from temp_forest spawn settings Tweaked jungle tree prefabs to LOD better
10 Months Ago
At the end of reloading, play back to idle animation (reload_end)
10 Months Ago
Moved the skidding to CTRL Double tap CTRL to stand Block movements when standing
10 Months Ago
Some initial balance work (subject to change): Stats are similar to the bow, but slightly less range Regular Crossbow is still better overall (more effective long range and fires further)
10 Months Ago
GenerateDungeonGrid stays within terrain bounds
10 Months Ago
- Move bolt joints forward - Setup more masks on idle animations
10 Months Ago
- Added view model renderers to the new skinned arrows - FIxed NRE
10 Months Ago
removed linked arrow meshes from minicrossbow viewmodel prefab
10 Months Ago
Lot of improvements on horse head motion
10 Months Ago
removed wip files, added game meshes, correct textures
10 Months Ago
part 2
10 Months Ago
Updated presets UI and defaults to match reworked names
10 Months Ago
Fixed static workbenches not having primitive version of tech tree attached to them
10 Months Ago
Update: DemoServer - hook up metabolism and make every player invincible I thought metabolism would fix the drowning of main player, but the recording info contains empty oxygen. Instead, we treat every player as invincible unless there's a replication message to destroy them. Tests: Played the demo till the end - no more logs on main player drowning
10 Months Ago
Export updated defaults
10 Months Ago
10 Months Ago
Move a bunch of settings to graphics convar space to help with compat. Updated related code and presets to match.
10 Months Ago
exported mini crossbow rig with the arrow meshes skinned and anims updated
10 Months Ago
- Hopper gibs - Barrel socket adjustment - LOD distances
10 Months Ago
merge from qol_horse_comfort_increase -> main
10 Months Ago
Enable horse comfort only on campfire prefabs - campfire - skull firepit - cursed cauldron
10 Months Ago
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10 Months Ago
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10 Months Ago
Fireball for cherrypicking
10 Months Ago
merge from jungle
10 Months Ago
- Fixed 4th reload animation not working (implemented Jarryd's fix) - Removed loop time on the all strings drawn strings drawn layered - Virtual method for reload fraction duration
10 Months Ago
Horses add +50% comfort
10 Months Ago
merge from primitive_gm -> primitive
10 Months Ago
Fix T2 and T3 tech tree not marked as available in primitive
10 Months Ago
Restrict spring since it's only used for restricted weapons - remove spring from pressure plate in primitive to make it craftable with spring removal
10 Months Ago
Update: DemoServer handles a number of RPC messages - Only propertly implementing model flags for now - Adding a bunch of RPCs to ignore to avoid heavy spam during playback - Also renaming player game objects during playback to make it easier to track and inspect their state This revelas that during playback we're triggering a bunch of tick violations, which prevents position updates. Need to figure out how to deal with them. Tests: ran the same demo, this time with warnings not filtered out - once map loaded, the rate of warnings was decreased substantially.
10 Months Ago
Removed extra renderer component
10 Months Ago
Setup LOD Renderers on Worldmodel
10 Months Ago
Snap scientists to their cover even if those are slightly off navmesh (else they don't stick to the walls because of navmesh erosion, and can be spotted easily)
10 Months Ago
10 Months Ago
Prevent scientists from sneaking if they need to get into cover asap
10 Months Ago
Remove rifle body, SMG body, semi body since they are only used for restricted weapons
10 Months Ago
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
10 Months Ago
Fix metal detector not applying item era restrictions