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129,088 Commits over 4,232 Days - 1.27cph!

10 Months Ago
Battering ram engine exhaust effet
10 Months Ago
Damage states WIP
10 Months Ago
Horse: make sure to damage all mounted players when doing the collision damage Setup prefab information
10 Months Ago
Flip the shield raise progress bar so it starts full and lowers rather than vice versa
10 Months Ago
Shield can now only be raised for a maximum of 4 seconds However long the shield is raised the player then has to wait that long until they can raise the shield again Shield can be raised for a minimum of 1s (ie. if a player taps RMB, the shield will do a 1s hold and then have a 1s delay before it can be used again) Communicated via the on screen progress bar (aka compound bow)
10 Months Ago
Fixed player floating above ground when rotating the ballista Player follows the ground level Better clipping checks
10 Months Ago
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
10 Months Ago
Collider fixes
10 Months Ago
Exhaust stuff
10 Months Ago
Add extra colliders to the top, side and bottom of all shields for extra cover Tripled the health of all shields
10 Months Ago
Ensure errors are thrown inside DoPrepare() instead of being skipped over - only applies when `-throw_manifest_error` is set
10 Months Ago
Door FX fixes.
10 Months Ago
Terrain trail FX.
10 Months Ago
FoliageGrid profling. RustCamera foliage grid profiling.
10 Months Ago
Test: Disable LODGrid refreshing when applying a preset change, enable it afterwards and then manually call it once. Saves it being called 3 times when the tree, particle and mesh quality convars each get changed at the same time.
10 Months Ago
Add profiling for LODGrid.Refresh
10 Months Ago
Added the exhaust prefab
10 Months Ago
Added hatch FX.
10 Months Ago
Merge from main
10 Months Ago
Compile fix
10 Months Ago
- Further polish on layer changes - Fixed bug causing animation curve to not run fully through - Ensured timer duration works ass expected - Added big ass note to the top of the file - Worked on further hiding some bow manipulations
10 Months Ago
Set initial stock of icepick, salvage axe & large backpack to the same value as their refill amounts
10 Months Ago
Add support for initial stock of a vending machine to be <10
10 Months Ago
aux04 Steam upload files
10 Months Ago
Merge from main
10 Months Ago
Initial pass for primitive travelling vendor trades since 6/10 items were removed due to item restrictions (plan to do another pass later once seige equipment has final crafting costs) - wood - stone - metal frags - hqm - sewing kits - gears - large backpack (max 2) - salvaged axe (max 5) - salvage pickaxe (max 5)
10 Months Ago
Update: ServerDemoPlayer - add debug option to log packets Trying to figure out why some construction events are not being palyed back properly Tests: played back a demo where I'm building multiple chained staircases
10 Months Ago
Fixed ballista SiegeWeaponVehicleAudio.StartReloadSounds NRE
10 Months Ago
Unpacked catapult mesh prefab, see if it fixes the unpooled bone names
10 Months Ago
Tweaked battering ram door max angles
10 Months Ago
Add support for alternative vending machine trades per era
10 Months Ago
New battering ram dismount pos
10 Months Ago
Metal impacts.
10 Months Ago
Bugfix: ServerDemoPlayer - synthesize initial tick after loadign a player Avoids server's perception of teleport, as ticks are delta serialized and after load of save have default values. Tests: played back a demo on craggy where I stayed stationary the first 10 seconds. No longer generating errors.
10 Months Ago
Disabled the new terrain collision proxy collider added on horses, need a better solution
10 Months Ago
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10 Months Ago
Manifest
10 Months Ago
Bromeliad bushes
10 Months Ago
Removed the 30s repair delay on the battering ram head
10 Months Ago
Added more jungle scaffolding blockouts
10 Months Ago
Shorten tiger leap and growl anims for better blending, custom flee to go back into hiding then circle back
10 Months Ago
Bugfix: FullServerDemos - ensure initial save always happens if demo thread was toggled Tests: recorded 2 demos in 2 recording sessions on one server session - both had saves created
10 Months Ago
Ensure AssetDatabase.SaveAssets() is called after manifest is generated - seemed to work fine on build server without this but didn't save manifest locally until manually using Ctrl + S
10 Months Ago
Fixed ballista not repairable when hammering its subentity
10 Months Ago
Bugfix: ServerDemoPlayer - wake up all recognized players Players that are loaded from a save arrive sleeping, which prevents tick processing. Tests: Played back a couple short demos where I didn't jump at the start - saw player move.
10 Months Ago
Add per-convar profiling when changing quality presets
10 Months Ago
adobe wall and gate gibs and collision
10 Months Ago
Merge from main
10 Months Ago
Merge from workshop_perf
10 Months Ago
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