159,081 Commits over 4,566 Days - 1.45cph!

2 Years Ago
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2 Years Ago
Fix wolves absolutely wrecking cars with their attacks
2 Years Ago
setting up metal shield viewmodel anims
2 Years Ago
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2 Years Ago
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2 Years Ago
reinforced wood shield world model
2 Years Ago
merge from main
2 Years Ago
Update: don't trample on existing defines when changing mode switches Saves a bit of time when working with Performance Framework Tests: confirmed RUST_PERF_FWK stays when switching to none, client, client+server
2 Years Ago
modular car style suspensions for battering ram and skateboard
2 Years Ago
merge from main
2 Years Ago
Compile fixes
2 Years Ago
BatteringRam now inherits from GroundVehicle
2 Years Ago
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2 Years Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
2 Years Ago
Buildfix: Harmony loader is conditionally built via asmdef settings - Originally there was a mix of code macro checks and asmdef constraints - now it's just asmdef constraints and no code defines - Enabled it for all platforms except editor, instead of just 3 explicit ones(Unity's TestFramework currently builds Win32 players instead of Win64). Tests: with PerfFwk enabled and editor in different(Client, Server, both) modes, ran Pool perf tests in Player/standalone mode. Everything built and succeeded.
2 Years Ago
Update: Exclude unnecesary scenes when PerfFwk is enabled - We have disabled scenes in the list that UnityTestFramework ignores and tries to build, leading to issues - It also saves iteration time, since we only build scenes we'll use for perf testing Tests: same as before
2 Years Ago
main -> vines
2 Years Ago
Update: Moving perf tests to PerfFwk plugin - Added additional references to PerfFwk Original idea of mixing perf test code into main assembly didn't work out, so for now going the path of contianing them in an isolated assembly Tests: tested with other changes to run pooling tests in CLIENT+SERVER standalone mode
2 Years Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
2 Years Ago
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2 Years Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
2 Years Ago
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2 Years Ago
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Potential fix for wolves jagged jumps
2 Years Ago
Merge from blowpipe
2 Years Ago
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd Make wolves flee a random distance to avoid visual repetition Make wolves flee further away to avoid being easy targets
2 Years Ago
Refactor modifier application so I can use it elsewhere.
2 Years Ago
Merge from main
2 Years Ago
merge from main
2 Years Ago
merge from fix_crafting_queue_wrong_item
2 Years Ago
merge from planter_night_rainfall_fix
2 Years Ago
merge from launchsite_flow_fix
2 Years Ago
merge from dpv_fixes
2 Years Ago
merge to main surrendering_duck
2 Years Ago
merge from frontier_hatchet_bc_fixes
2 Years Ago
merge from hempcolor
2 Years Ago
Merge from main
2 Years Ago
Merge from thirdperson_orbit_cam
2 Years Ago
Merge from main
2 Years Ago
WIP
2 Years Ago
Fixed some duplicate arms
2 Years Ago
Reworked shield viewmodel coding to live on a new self contained component Updated viewmodels with new assets
2 Years Ago
Merge from main
2 Years Ago
Added orbit camera to third person camera view for devs/admins. Hold alt when using third person camera to use. Mousewheel zooms in out.
2 Years Ago
Male head B rig V3
2 Years Ago
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2 Years Ago
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2 Years Ago
Filter for preset list https://files.facepunch.com/rubat/2024/October10-647-CheeryLunamoth.gif Called GM:PlayerAuthed outside of player prediction (so curtime is valid) Effectively makes the hook run a bit sooner within the same frame/tick it used to. Fixed Player:UniqueID returning nothing before InitSpawn Fallback to garrysmod.ver for when Steam is not available to get BRANCH Disable gui.HideGameUI, block cancelselect VRAD: -dumppropmaps also dumps the lightmaps as .pfm Also dump files to /sp_lightmaps/ instead of base dir Don't display alpha channel for non alpha formats (RGB888, etc) This is for mat_texture_list 1 Use non alpha format for images without alpha (.png/.jpeg loader) This should hopefully save some memory Resave Post Processing icons to not have alpha channel Since they don't use alpha anyway
2 Years Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
2 Years Ago
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