branchrust_reboot/maincancel

30,704 Commits over 3,836 Days - 0.33cph!

10 Years Ago
TerrainUV frac call is no longer needed, so let's save those instructions
10 Years Ago
Minor OCPD fix
10 Years Ago
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin Major texture mapping quality improvements
10 Years Ago
-last of the prone animations;
10 Years Ago
Moved all benchmarking to TerrainGenerator Added BENCHMARK ifdefs to TerrainGenerator Multiple tweaks and fixes for TerrainBlend Added TerrainBlend setup to TerrainGenerator to reuse the splatmap and heightmap arrays Added SpawnHandler setup to TerrainGenerator to reuse the splatmap array
10 Years Ago
Mesh blend shader tweaks and fixes
10 Years Ago
Fixed splat UV calculations
10 Years Ago
Added spawnpoints (temporary) Made Sleeping player movement better Added crafting logic Added crafting UI Added player respawning after death Fixed player feet offset stupidness Fixed network group not reconfiguring when spawning into sleeper Fixed position smoothing being fucked in low fps Undone fall logic
10 Years Ago
Mesh blend shader cleanup
10 Years Ago
updated viewmodel scene with rock anim
10 Years Ago
added materials
10 Years Ago
added rock viewmodel, clips, & anim controller
10 Years Ago
Crafting basics
10 Years Ago
prone_left animations
10 Years Ago
More debug !
10 Years Ago
Oops, left in some debug, fixed
10 Years Ago
Copy EAC files over on build
10 Years Ago
EAC dlls and launcher
10 Years Ago
Compile the clients to RustClient
10 Years Ago
Fixed client error
10 Years Ago
Player state Sleep animation rules
10 Years Ago
Player animation optimizations - only animate when visible - only set position when changing position
10 Years Ago
Fixed error in Trigger hurt, when objects get removed while triggering
10 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
10 Years Ago
Fixed loading saves in singleplayer
10 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
10 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
10 Years Ago
Server save prefab
10 Years Ago
Server saving
10 Years Ago
Split Destroy into Client/Server functions for clarity Added save list
10 Years Ago
Refactoring to decouple BaseEntity from Networking a bit more obviously
10 Years Ago
Log server exceptions properly
10 Years Ago
Damage Indicator (wip)
10 Years Ago
Health UI More specific layers More CollisionSettings.* Fixed Axe viewmodel not showing up
10 Years Ago
Player ground mask
10 Years Ago
Metabolism now syncs properly Added vitals on hud (placeholder) Added TriggerBase, TriggerHurt (testing) Serverside player colliders
10 Years Ago
moved the bear .fbx files to rust reboot
10 Years Ago
-new bolt rifle / tweaked some animations for the hatchet / stone hatchet
10 Years Ago
Metabolism take damage
10 Years Ago
Cleaning up
10 Years Ago
Fix compile error
10 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.
10 Years Ago
Minor tweaks
10 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