userJarryd Campicancel
reporust_rebootcancel

10,950 Commits over 1,950 Days - 0.23cph!

11 Months Ago
Unsaved
11 Months Ago
Added liquidcontainer.debugAmounts convar that throws some Ddraw text up to communicate what is happening during water transfers Added liquidcontainer.ClearAllLiquidInContainers convar that clears all liquid, server wide Both are editor only, I added them while debugging an issue. Couldn't find the issue but they might be useful in future
11 Months Ago
Fix smart switch not calculating passthrough properly after receiving inputs from it's turn on/off slots (same issue as regular switch, just needed to be applied here as well)
11 Months Ago
Merge from main
11 Months Ago
Fixed a case where water pumps wouldn't transfer water when connected to a water barrel via a combiner
11 Months Ago
MeshTerrainRoot implements IClientComponent
11 Months Ago
Retrieve terrain type as a float, seems to fix terrain type errors
11 Months Ago
Manifest
11 Months Ago
Merge from tutorial_island
11 Months Ago
Codegen, manifest
11 Months Ago
Merge from main
11 Months Ago
Added an editor tool under Tools/Materials/Spawn All Materials that spawns a quad for every material in the project at 0,0,0 in the world Running the game in play mode and then looking at the quads seems to trigger Unity's material update process, saving the project after leaving play mode generates 1724 material changes I won't commit the material changes here since main is locked down, but we should be able to run this next week to hopefully resolve the constant material spam when checking in
11 Months Ago
Fixed UI raycast issues in the upper portion of the inventory
11 Months Ago
Split fill TC and upgrade to wood into two different missions for easier help info logic Don't allow player to rotate or demolish blocks on tutorial
11 Months Ago
Added a tutorial stage to upgrade the base to wood, includes crafting a hammer
11 Months Ago
Lowered how much fat the tutorial bear gives
11 Months Ago
Halve delay between missions when another mission autostarts after the last one
11 Months Ago
Finish base mission step now counts items placed before the sleeping bag is crafted
11 Months Ago
Fixed typo in first conversation stage Moved all deployables into the base
11 Months Ago
Merge from tutorial_island
11 Months Ago
More styling
11 Months Ago
Added a Help secton to the main menu that displays all of the tutorial help messages in the one place
11 Months Ago
Added a "Quit Tutorial" button to the main menu
11 Months Ago
Changed Metal frag step wording slightly
11 Months Ago
Switched smelt frags step to a HaveItem objective, had to add a Can Reset toggle so it doesn't fail once the frags are used to craft the workbench
11 Months Ago
Removed old unused help infos
11 Months Ago
Added a popup prompt reminding player to close the door on the way out of their base
11 Months Ago
Fixed GenericSpawnPoint gizmo not appearing in the right place when in hierarchies
11 Months Ago
Fixed find scrap objective missing ping icon in missions HUD
11 Months Ago
Removed Think coroutine in MissionsHUD, I don't think it's necessary? (easy to revert if I'm wrong) Fixes missions hud popping out twice when the player receives a mission Slight optimisations to MIssionHud hide process that is called constantly during regular gameplay, now has no cost if the missions hud is already disabled
11 Months Ago
Fixed a few alt look issues
11 Months Ago
First pass on alt look support, added a new alt look at option to the single bone aim constraint with an alt look weight so we can blend nicely between alt looking and regular looking
11 Months Ago
Update Facepunch.BoneJobs, better runtime editing of values
11 Months Ago
Unsaved
11 Months Ago
Make steam item asset Can now create SteamInventoryItem via right click create menu in "Create/Rust/Skins" Moved ItemSkin into the above folder (for reference, create an ItemSkin when creating a skin for something, create a SteamInventoryItem for a generic inventory item)
11 Months Ago
Fixed animator states not being reset to default when disabling the animator, leading to drifitng bones after multiple uses (unity pls)
11 Months Ago
Hook up animators Swap LodGroups for RendererLOD Disable shadows on Lod2 and Lod3 Enable GPU instancing on new materials Add Decay components Adjust prevent building volume
11 Months Ago
Fixed christmas stockings not getting killed when the wall they are attached to is destroyed
11 Months Ago
Fix cooldown not running for correct time
12 Months Ago
Add some easing to the spine look at weight when looking up or down, leave hand weight untouched though Add a head look at constraint
12 Months Ago
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12 Months Ago
Various hierarchy improvements, gib overrides, set up heavy scientist version
12 Months Ago
Deployable setup Add a Poke interaction, gives comfort in a radius for 15s
12 Months Ago
Added a hand look at constraint and adjusted the spine look weights down to match Applied a slight look at bump when in ADS to offset the height in held weapon (applied universally right now, might need to modify per weapon)
12 Months Ago
Stripped out rig controller into it's own prefab for easier merges Added per spine bone look at weights
12 Months Ago
Add animation rigging package (third times the charm) Add new Facepunch.BoneJobs plugin BoneJobs is a stripped down, simplified way of using Animation Rigging without having to use the cumbersome RigController (and espensive) rig handling system that the package depends on Currently only has a single component, the AimSpineComponent Instead of relying on a selection of loose rig controllers, this component does exactly what we need in a single place - adjust all of the spine bones to look at a given target with a variable rotation offset so we can account for 3/4 stance poses on a per weapon basis The advantage of still using the underlying tools in the Animation Rigging package is that the core math is really fast and runs in jobs so we can in theory move all of our IK and bone manipulation handling to threads It also has quite a bit of functionality we want and all of the math already done (quaternions are confusing), so next steps will be porting over some more components that we need
12 Months Ago
More work, still nothing working
12 Months Ago
Attempt 2 at implementing the animation rigging package
12 Months Ago
Merge from tutorial_island
12 Months Ago
Fixed crafting mission step not working if a player crafts an item with a redirect skin (eg. concrete pickaxe)