reporust_rebootcancel

111,372 Commits over 3,928 Days - 1.18cph!

3 Months Ago
Initial work to render a line
3 Months Ago
Dispose of line renderer on destroy
3 Months Ago
- Vine object - Prefab setup
3 Months Ago
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine - Rotation speed changes - Mountable now shared between swings
3 Months Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
3 Months Ago
Change mountable so the player doesnt insta die on dismount
3 Months Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
3 Months Ago
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3 Months Ago
- further cloud density+lighting model experimenting - add noise generator for the 2D cloud map (controlling coverage and cloud type), values can be tweaked and texture regenerated at runtime - clean up
3 Months Ago
Fixed siege tower server collider
3 Months Ago
Ballista gamefeel, placeholder anims
3 Months Ago
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3 Months Ago
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
3 Months Ago
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3 Months Ago
Added ballista spear ammo item + placeholder effect and projectile prefabs
3 Months Ago
siege tower update
3 Months Ago
Ballista loading and firing logic Added projectile firing overload methods to BaseMountable
3 Months Ago
Fix wolves not comming to help their allies under some cirumstances
3 Months Ago
Add: Perf Test dud to boot ProcGen map Builds for player and starts switching the world, but I try to set it up incorrectly and still need to build/copy asset bundles. Tests: Confirmed that the player asserts when running the new test
3 Months Ago
exported metal shield world model anims
3 Months Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
3 Months Ago
updated textures
3 Months Ago
Clean: removing unnecessary checks and files Tests: none, trivial changes
3 Months Ago
playerupdate. player animtion controller updated with correct anim clips
3 Months Ago
Update: when enabling PerfFwk ensure we have 64bit arch selected Somehow I had 32bit arch targetted locally, and it looks like this is a local-only setting, so it's possible others will also run into this - this should avoid issues (like previous problem with Rust.Harmony). Tests: while on WIndows32 target enabled the framework - confirmed it switched to 64bit arch
3 Months Ago
Battering ram attack logic, press fire to attack while in the driver seat to attack and damage entities in front of you Only damages building blocks atm Placeholder animations and effects
3 Months Ago
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3 Months Ago
Fix wolves absolutely wrecking cars with their attacks
3 Months Ago
setting up metal shield viewmodel anims
3 Months Ago
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3 Months Ago
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3 Months Ago
reinforced wood shield world model
3 Months Ago
merge from main
3 Months Ago
Update: don't trample on existing defines when changing mode switches Saves a bit of time when working with Performance Framework Tests: confirmed RUST_PERF_FWK stays when switching to none, client, client+server
3 Months Ago
modular car style suspensions for battering ram and skateboard
3 Months Ago
merge from main
3 Months Ago
Compile fixes
3 Months Ago
BatteringRam now inherits from GroundVehicle
3 Months Ago
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3 Months Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
3 Months Ago
Buildfix: Harmony loader is conditionally built via asmdef settings - Originally there was a mix of code macro checks and asmdef constraints - now it's just asmdef constraints and no code defines - Enabled it for all platforms except editor, instead of just 3 explicit ones(Unity's TestFramework currently builds Win32 players instead of Win64). Tests: with PerfFwk enabled and editor in different(Client, Server, both) modes, ran Pool perf tests in Player/standalone mode. Everything built and succeeded.
3 Months Ago
Update: Exclude unnecesary scenes when PerfFwk is enabled - We have disabled scenes in the list that UnityTestFramework ignores and tries to build, leading to issues - It also saves iteration time, since we only build scenes we'll use for perf testing Tests: same as before
3 Months Ago
main -> vines
3 Months Ago
Update: Moving perf tests to PerfFwk plugin - Added additional references to PerfFwk Original idea of mixing perf test code into main assembly didn't work out, so for now going the path of contianing them in an isolated assembly Tests: tested with other changes to run pooling tests in CLIENT+SERVER standalone mode
3 Months Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
3 Months Ago
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3 Months Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
3 Months Ago
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3 Months Ago
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3 Months Ago
Potential fix for wolves jagged jumps