branchrust_reboot/maincancel

31,132 Commits over 3,897 Days - 0.33cph!

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)
11 Years Ago
Handle broken packets better Handle untimely disconnections better
11 Years Ago
Profiling bullshit
11 Years Ago
Fixed server compile
11 Years Ago
re-uplaoed fbx & .meta file
11 Years Ago
deleted old fbx & .meta because of issues overwritting
11 Years Ago
Made procedural terrain generation somewhat async and moved it into a coroutine Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
11 Years Ago
Fixed trees spawning in lakes Beautified distribution update code
11 Years Ago
Fixed DDraw errors when shutting down
11 Years Ago
Can now pick up world items World item menus show properly World item now run clientside stuff
11 Years Ago
Removed debug
11 Years Ago
hatchet now uses an attack -> HIT -> play anotehr animation model hatchet now `strikes` based on an animation event Added animation events class Added DiDHit to HitInfo
11 Years Ago
Split procedural terrain generation into multiple files Made splatmap generation thread safe and parallelized it Enhanced calculation of the detail object distribution Added possibility to add detail types for any splat value Added forest placement based on perlin noise to spawn handler Made terrain generation seed static Restructured and optimized some code