reporust_rebootcancel

138,455 Commits over 4,505 Days - 1.28cph!

1 Year Ago
Fixed water overlay post effect getting stuck at NaN weight in playground scene
1 Year Ago
Code cleanup
1 Year Ago
Bakes and coliders for all hill cliffs Prefabs tweaks Material tweaks for all cliffs Added temp mesh culling
1 Year Ago
Temporary fix for projectile violation when hitting a wolf's butt
1 Year Ago
Fix wolf not circling, add flee behaviour
1 Year Ago
Fix wolf overshooting destination, adapt roaming speed to how far is destination
1 Year Ago
Start work on wolf roam state
1 Year Ago
Fix wolf getting stuck in some situations
1 Year Ago
Added a deploy offset to wallpaper construction prefabs, fixing the false positives and negatives line of sight checks Increased the max place distance
1 Year Ago
Add rcon errors in profiling analytics Improve rcon error exception logging Reuse blob options and http headers instead of recreating them every uploader lifecycle
1 Year Ago
Tweaked some electrical component positions to avoid clipping with wallpaper
1 Year Ago
Panel light tweaks
1 Year Ago
Prevent wolves being too synchronized by adding a random delay
1 Year Ago
Fix wolf sliding during some montages
1 Year Ago
Integrate spine animator and look animator
2 Years Ago
Merge from hackweek_optimize_statics
2 Years Ago
set override controller
2 Years Ago
hc revolver updates: - rigged worldmodel - renamed worldmodels with w_ convention - Added unpacked fbx to .worldmodel and setup - Set up .entity with correct model - added 3p override controller - added rough 3p anims
2 Years Ago
Merge from entitymenu_codegen_optimize
2 Years Ago
divesite small b wip
2 Years Ago
Fix wolves going very fast
2 Years Ago
Wallpaper now has health and protection (still need to tweak the values)
2 Years Ago
Modify AI debug code to not require the removal IClientComponent or IServerComponent
2 Years Ago
Convert fsm to component
2 Years Ago
Add a custom version of the require component attribute that works with our IClient and IServerComponents
2 Years Ago
Add initshared and destroyshared to entityComponent
2 Years Ago
player model preview handling mountpoint rotation
2 Years Ago
more mount position handles - position handles - fixed cache issue with removing mount positions
2 Years Ago
removed dead code
2 Years Ago
second pass on mount position scene gui - cached inactive GOs, disabled in hierarchy - animation sampled for pose only if the mount position changes - rendered with separate command buffer for more control - toggleable
2 Years Ago
ue_canyon_b meta
2 Years Ago
Only damage wallpaper when hitting the soft-side of the building block
2 Years Ago
fixed rotations on jutting cliffs prefabs
2 Years Ago
Menu UI changes
2 Years Ago
Initially flush fake data pushed into config for the tool display Ensures every entry has up to date config information
2 Years Ago
first pass of drawing players in vehicle mount positions in gizmos - naive approach with some dumb allocations at the moment, going to move it to an editor next to allow better cachine
2 Years Ago
temp prefab so we can work on the same scene
2 Years Ago
Simple monuments now registered with tools rather than just groups
2 Years Ago
More merge fixes
2 Years Ago
Refactoring, better deployment checks
2 Years Ago
Merge from Underwater_divesites for latest art changes
2 Years Ago
Merge from temperate_cliff_rework for latest art changes
2 Years Ago
Restoring all properties in RustStandardShaderGUI that were deleted in 102165 merge (cc vince / damian)
2 Years Ago
purge old weekly skins and add new ones
2 Years Ago
Rebuilt native libraries using older Linux version for backwards compatibility
2 Years Ago
Merge: From Main Tests: Ran CompanionServerTests couple times, all green
2 Years Ago
Borrowed some code from an old game of mine and quickly hacked it into working for Rust. This is all a huge hack, but Bandit King can now somewhat race to the finish line, using pure vehicle inputs (throttle and steering)
2 Years Ago
Added a new builtin radio station that just plays the fishing village song 24x7
2 Years Ago
Imported UnitySteer
2 Years Ago
Little bit of a start on making a framework for the King to have racing AI