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133,434 Commits over 4,293 Days - 1.30cph!

12 Months Ago
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12 Months Ago
Update: ServerDemoPlayer - Only maintain entities from demo stream - Destroys any entities that server decides to create, if they were not part of demo stream - Reserve a 100k network IDs when playing a demo to avoid ID clashes - Refactored message logging when playing back demos Although not robust, this allows us to simulate a core set of functionality. Will need massaging to expand further. Tests: played back 4 separate Craggy demos - all played back properly.
12 Months Ago
Support disabling FoliageGrid refresh. Disable FoliageGrid refreshing during preset changes, manually refresh once settings are all applied, reduces calls from 2 to 1. Split manual LODGrid and FoliageGrid refresh calls over two seperate frames when changing presets.
12 Months Ago
wallpaper gallery metas
12 Months Ago
client doesn't assume player ragdoll is always lethal
12 Months Ago
don't let player mount a ragdolled horse
12 Months Ago
Setup virtual pre/post apply functions. Override for TweakGraphicsPresetsUI and toggle LODgrid refreshing there instead.
12 Months Ago
Cherry-pick marking DamageTracker `public`
12 Months Ago
Mark DamageTracker `public` (third attempt 😤 )
12 Months Ago
Merge from swapover
12 Months Ago
enabled horse temp ragdolling - horse ragdolls with damage/sliding/airtime and will get back up (assuming it doesn't then die while ragdolling)
12 Months Ago
Fixes, can mount static ballista
12 Months Ago
Changed how the No Sunlight flag was being set for environment volumes to fix an issue with material types
12 Months Ago
Mark DamageTracker `public` (again 🙄)
12 Months Ago
edited vm minicrossbow rotation curves on viewmodel prefab and updated wonky strings on strings pulled back idle
12 Months Ago
Mark DamageTracker `public`
12 Months Ago
Added static ballista deployable, without the wheeled base (wip) Renamed ballista vehicle to "Mounted Ballista"
12 Months Ago
Removed Update Game Manifest (Fast) since it's bullshit Renamed Update Game Manifest to Update Game Manifest (Unoptimized)
12 Months Ago
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
12 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
12 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
12 Months Ago
added old critter models/materials for examples and cherry picked to updated main - branching off to critters2
12 Months Ago
FastDebugDraw WIP with fucking new files
12 Months Ago
Merge from main
12 Months Ago
Correct tiger push direction
12 Months Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
12 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
12 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
12 Months Ago
Battering ram back door effects Added a new layer for visual wheels, we were using the server layer Vehicle World instead of Vehicle Detailed A visual wheel can't hit its owner colliders
12 Months Ago
- Ballista Mount blockout
12 Months Ago
Catapult ammo stacks to 4 Catapult explosive ammo damage reduction - back to 4 hits to break stone walls Catapult explosive ammo cost reduction Subject to change pending further testing
12 Months Ago
exported updated tiger tree test anims
12 Months Ago
Rust.cs formatting
12 Months Ago
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12 Months Ago
Merge from primitive_gm
12 Months Ago
ScriptableWorldConfig are now inside a Resources folder and loaded with Resources.LoadAll The problem in the original implementation is that it would have needed explicit bundle assignment, as nothing was referencing those assets in order to pull them into a bundle, this feels more robust and mirrors what we do in other places (like GameModeManifest)
12 Months Ago
Hopefully fix shields in a build
12 Months Ago
Added TweakGraphicsPresetsUI as a derived class of TweakUIPresetSelect to allow for more specific code. Reapplied config.
12 Months Ago
- LODs adjustments and bolt fix
12 Months Ago
Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
12 Months Ago
manifest - restore prefabs/autospawn/monument/medium/compound.prefab
12 Months Ago
removed temporary prefab now that we have final prefabs
12 Months Ago
adobe gate/wall item definitions
12 Months Ago
final prefabs for Adobe gate and wall
12 Months Ago
Added a screenshake and camera recoil to the local player when hit while blocking
12 Months Ago
Battering ram metal impact
12 Months Ago
Battering ram engine exhaust effet
12 Months Ago
Damage states WIP
12 Months Ago
Horse: make sure to damage all mounted players when doing the collision damage Setup prefab information
12 Months Ago
Flip the shield raise progress bar so it starts full and lowers rather than vice versa