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7,315 Commits over 2,345 Days - 0.13cph!

11 Years Ago
Missed prefab
11 Years Ago
Converted torch
11 Years Ago
Converted syringe
11 Years Ago
Trunk merge
11 Years Ago
Merged to trunk
11 Years Ago
Fixed weapon still active after dying on listenserver
11 Years Ago
Cleaning up
11 Years Ago
Trunk merge
11 Years Ago
On listenserver we now create seperate client and server prefabs, instead of using one and trying to simulate networking like a dummy Fixed a bunch of issues with this branch that didn't show up because of the lack of network gap
11 Years Ago
Cleaner way to turn maincamera off during loading
11 Years Ago
Fixed building gibs Improved network update queue with different channels
11 Years Ago
Updated ignores
11 Years Ago
Fixed NRE when shooting terrain Player "use" trace now uses GameTrace - (more accurate)
11 Years Ago
Merge with trunk
11 Years Ago
Stripping unused
11 Years Ago
Trunk merge
11 Years Ago
Weapons are framerate independant again
11 Years Ago
Stability system is more stable
11 Years Ago
Merged with trunk
11 Years Ago
Fixed doors not being demolished properly
11 Years Ago
Deployables are now killed when their floor is destroyed FixedUpdateEvent pushes realm properly PrefabPreProcess keeps seperate lists of client/server prefabs PrefabPreProcess creates an instance of prefabs before processing Added RealmedRemove - A PrefabPreProcess that removes gameobjects/components from itself depending on realm Fixed furnace and fire materials being too shiny Fixed NRE in build privliedge
11 Years Ago
Trunk merge
11 Years Ago
11 Years Ago
Added ArrayPropertyDrawer base (for properties inside arrays, lets you get array and index) Added ArrayIndexIsEnum to show array index as a enum string instead of a number in inspector Added ArrayIndexIsEnumRanged - as above with min/max Added BoneInfoComponent (todo) Cleaned up SkinnedMeshCollision attributes into GameManifest.MeshColliderInfo Temporarily removed MeshColliderInfo per bone properties MeshColliderInfo has encompassing DamageProtection
11 Years Ago
Tagged skins Fixed bear anim controller error
11 Years Ago
Fixed not being an admin in editor AI: try not to target clientside entities in editor
11 Years Ago
Renamed some DamageTypes Fixed animals not bleeding when shot/killed/hit Gave rabbit a skinnedcollider Replaced damageAmount BaseCombatEntity should scale damage properly using its own baseProtection Added Protection to building block grades Disabled damage indicator (temporarily)
11 Years Ago
BuildingBlock derives from CombatEntity FixedUpdateEvent has fixed tick time (listen server enhancement) Added a bunch of profiling stuff Split BaseCombatEntity into shared/server/client Moved Healt()/MaxHealth() from BaseEntity BaseResource uses BaseCombatEntity Tweaked entity network update timings BuildingBlock network updates when taking damage BaseCorpse derives from BaseCombatEntity
11 Years Ago
Fixed damage protection being applied twice Fixed meshcollider damage protection not being applied proper
11 Years Ago
Fixed snow jackets making you immortal Added prefabproperties to gamemanifest Player compound protection values Fixed bug in ArrayPropertyDrawer
11 Years Ago
Merged with trunk
11 Years Ago
Cleaned out @zon's debug comments Reformatted @zon's unformatted code
11 Years Ago
Assert that UpdateNetworkGroup is only called serverside
11 Years Ago
11 Years Ago
Fixed a bunch of warnings
11 Years Ago
Optimized builfing block health networking Fixed NRE when using shotgun Fixed player networking queue not actually queuing
11 Years Ago
DamageProtection becomes ProtectionProperties Added ProtectionProperties assets for clothes and buildings Fixed some clothing not having colliders Fixed some clothing materials using the wrong shader
11 Years Ago
Download icons slower (if your internet connection suuucks)
11 Years Ago
11 Years Ago
Fixed animals thinking clientside Fixed some clothes not having protection properties Fixed animals not having protection properties Changed how GameManifest holds ProtectionProperties
11 Years Ago
Don't run triggers on clientside entities Check that baseProtection is valid before trying to use it TriggerHurt now takes a Damage Type
11 Years Ago
11 Years Ago
Phrase, items, Icons updated Removed debug output
11 Years Ago
Merged weaponrefactor into main
11 Years Ago
Protocol++
11 Years Ago
Fixed EnvSync error
11 Years Ago
Fixed bugs with PrefabPreProcess prefabs being removed on level change Fixed ServerConsole not shutting down cleanly
11 Years Ago
Fixed PrefabPreProcess disabling every prefab RustBuilder - always try to retry failed builds Touched a bunch of prefabs
11 Years Ago
Touched some prefabs
11 Years Ago
Fixed gathering (probably)