userJarryd Campicancel
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13,036 Commits over 2,376 Days - 0.23cph!

2 Years Ago
Print entity names
2 Years Ago
Added playerinventory.debugWearIssues with some extra logging for the clothing change process
2 Years Ago
Potential adjustment to repair costs to fix entities with too many non-component crafting costs costing too much to repair (auto turret mostly) When substituting non-components for the component equivalent in StripComponentRepairCost, apply the repair cost multiplier applied at the start of the calculation This means instead of the full converted value of the targeting computer being applied to every repair hit, we only apply a portion of the value based on the health of the entity This reduces the repair cost of an Auto Turret at 67% hp to 5 HQM (was 44)
2 Years Ago
Reapply HeadDispenser component to player_corpse_new
2 Years Ago
Merge from main
2 Years Ago
Compile fix
2 Years Ago
Merge from main
2 Years Ago
Apply final rotation offset to bow
2 Years Ago
Fixed bow hold, was missing a slot on the animator override and I forgot to disable the legacy spine IK system
2 Years Ago
WIP setup for 3qrs bow hold, still not quite working
2 Years Ago
Added a left hand look at rig, exposed the option on held entities to use a left/right/none look at mode
2 Years Ago
Merge from PlayerRigUpdate
2 Years Ago
Removed all RendererBatch, AddToHeightMap and InstancedMeshFilter from cliff objects on island (fixes incorrect terrain splat lookup)
2 Years Ago
Fixed figurines lodding incorrectly when parented to tugboats
2 Years Ago
Unsaved
2 Years 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
2 Years 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)
2 Years Ago
Merge from main
2 Years Ago
Fixed a case where water pumps wouldn't transfer water when connected to a water barrel via a combiner
2 Years Ago
MeshTerrainRoot implements IClientComponent
2 Years Ago
Retrieve terrain type as a float, seems to fix terrain type errors
2 Years Ago
Codegen, manifest
2 Years Ago
Merge from main
2 Years 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
2 Years Ago
Fixed UI raycast issues in the upper portion of the inventory
2 Years 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
2 Years Ago
Added a tutorial stage to upgrade the base to wood, includes crafting a hammer
2 Years Ago
Lowered how much fat the tutorial bear gives
2 Years Ago
Halve delay between missions when another mission autostarts after the last one
2 Years Ago
Finish base mission step now counts items placed before the sleeping bag is crafted
2 Years Ago
Fixed typo in first conversation stage Moved all deployables into the base
2 Years Ago
More styling
2 Years Ago
Added a Help secton to the main menu that displays all of the tutorial help messages in the one place
2 Years Ago
Added a "Quit Tutorial" button to the main menu
2 Years Ago
Changed Metal frag step wording slightly
2 Years 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
2 Years Ago
Removed old unused help infos
2 Years Ago
Added a popup prompt reminding player to close the door on the way out of their base
2 Years Ago
Fixed GenericSpawnPoint gizmo not appearing in the right place when in hierarchies
2 Years Ago
Fixed find scrap objective missing ping icon in missions HUD
2 Years 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
2 Years Ago
Fixed a few alt look issues
2 Years 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
2 Years Ago
Update Facepunch.BoneJobs, better runtime editing of values
2 Years Ago
Unsaved
2 Years 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)
2 Years Ago
Fixed animator states not being reset to default when disabling the animator, leading to drifitng bones after multiple uses (unity pls)
2 Years 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
2 Years Ago
Fixed christmas stockings not getting killed when the wall they are attached to is destroyed
2 Years Ago
Fix cooldown not running for correct time