244,376 Commits over 3,898 Days - 2.61cph!
Compile the clients to RustClient
Player state
Sleep animation rules
Player animation optimizations
- only animate when visible
- only set position when changing position
Fixed error in Trigger hurt, when objects get removed while triggering
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
Fixed loading saves in singleplayer
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
LODs done for the cans of beans.
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
Split Destroy into Client/Server functions for clarity
Added save list
Refactoring to decouple BaseEntity from Networking a bit more obviously
Log server exceptions properly
Health UI
More specific layers
More CollisionSettings.*
Fixed Axe viewmodel not showing up
Metabolism now syncs properly
Added vitals on hud (placeholder)
Added TriggerBase, TriggerHurt (testing)
Serverside player colliders
-removed the .fbx files for the bear / stag / boar. checked in the source files for the bear / stag / boar
moved the bear .fbx files to rust reboot
source files for bolt rifle / hatchet / stone hatchet
-removing the fbx files for the weapon models from Rust ARt
-new bolt rifle / tweaked some animations for the hatchet / stone hatchet
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.
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
Added LODs to the rad pills.
Chocolate bar asset with 3 LODs and textures - 1st checkin.
more work done on rock viewmodel
resource harvesting basics
map-included entity spawning should work
Smashed up shit now drops contents
Added TakeDamage item module
Made campfire/wooden box destroyable
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
Realm push-popper. So we can tell which realm we're in without relying on #client and #server
-turn in place (left/right); jump in place (start /midair/land); prone animations; swimming/treadwater animations
Beautified terrain UVMIX shader code
Put the common code between the add and blend passes in a cginc file
treading water animations
Added all trees, bushes and rocks to the procedural test map