reporust_rebootcancel

106,434 Commits over 3,806 Days - 1.17cph!

1 Year Ago
Minor prefab edit
1 Year Ago
Fixed tugboat z-fighting due to mesh compression
1 Year Ago
New custom parent trigger collider mesh for tugboat
1 Year Ago
Adjust tugboat colliders to allow for smoother movement around the boat. Adjusted the actual model a little to remove the second floor overhang, as it was obstructing movement into the cabin.
1 Year Ago
Merge from ferry_terminal
1 Year Ago
MonumentIsland test scene using ferry terminal
1 Year Ago
S2P terminal for testing
1 Year Ago
Updated mlrs_static prefab with mesh collider (may require tweaking)
1 Year Ago
Tugboat convex railing colliders done
1 Year Ago
New 3D model variant for tugboat with less railings
1 Year Ago
Give players a little more collision room on the lower deck
1 Year Ago
Fixed missing lower floor collider
1 Year Ago
Complete convex collider setup for tugboat, apart from railings. Uses Vehicle Large layer.
1 Year Ago
Viewmodel on/off function
1 Year Ago
New flare FX & related files. Torch texture size optimization Glass material tweaks
1 Year Ago
Fixed ragdolls still sinking into vehicles a bit as the vehicle moved (most visible via scrap heli ascending with ragdoll in the back). Was caused by still have rigidbody interpolation on on the ragdoll when doing server-side simulation, which was giving it a slight delay.
1 Year Ago
Fix build settings
1 Year Ago
Revert accidental TriggerParent change
1 Year Ago
Removed DoMovingWithoutARigidBodyCheck method from BaseEntity.Server. This was unused and hasn't been an issue since Unity 5.
1 Year Ago
Match corpse position sync parameters to vehicle position sync parameters. Keeps corpse world position properly in sync when on a moving vehicle. Since limb positions are local, we can get away with updating them less often - keeping the base position accurately in sync is enough.
1 Year Ago
Reworked inner bulb and outer glass with new shader features
1 Year Ago
Show details for nexus when clicking on one in the server browser
1 Year Ago
Added fresnel-style emission fade option to "Rust/Standard"
1 Year Ago
Fix unity_WorldToObject being incorrect inverse of unity_ObjectToWorld via a diogo code snippet Shadows now work
1 Year Ago
Progress & some stuff for Diogo
1 Year Ago
added bear turning additives, animator updates
1 Year Ago
Add the GlobalRendering component as an entity Spawn on server as important entity
1 Year Ago
Optimized BaseEntity.IsOutside since it'll be called quite a bit more now
1 Year Ago
Fixed ModelConditionTest_Outside and ModelConditionTest_Inside returning incorrect results for triangle floors
1 Year Ago
merged from vision: Reworked field of view for Scientists. Lowered their FOV considerably so they don't instantly detect players behind them and also applied a random offset to it. Fixed rear vision detection and simplified it, always detect out of vision but very close players. Updated all main scientist prefabs with new vision stats.
1 Year Ago
Standardised vision stats of all scientist prefabs to new values
1 Year Ago
merge from main
1 Year Ago
compile fix
1 Year Ago
profiling fix
1 Year Ago
vision change merge wip
1 Year Ago
Slightly increase random movement area range in combat state
1 Year Ago
Updated all main scientist AI designs to not always take cover when hit, now also includes a min health and a chance check. Fixed a bug in excavator scientist entity mem reference slot.
1 Year Ago
Added excavator and mil tunnel scientist prefabs to Spawn Lineup feature.
1 Year Ago
AIArena nametags now show the AI design filename too.
1 Year Ago
Merge from main
1 Year Ago
Fixed SC rocket splash damage issue related to wall corners
1 Year Ago
Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
1 Year Ago
ticked on 'bake into pose' for root transform/rotation on updated bear animations
1 Year Ago
exported bear sprint and canter and edited some bear anim settings in unity
1 Year Ago
shipping container skin floor and triangle floor conditional models for exterior display prefabs setup
1 Year Ago
merge from ModelConditionTest_Outside_Inside
1 Year Ago
Match build options for old build process
1 Year Ago
Add ScriptableBuildPipeline package Implemented a new, custom BuildAssetBundles method that runs PreProcess on a new instance of each prefab, saves the modified prefab into the bundle under the original prefabs name and then destroys the modified prefab version after the build is complete without requiring an AssetDatabase import Backing this up because it will probably break my project if it goes wrong (it will definitely go wrong)
1 Year Ago
Merge from Tugboat. Need to see if tugboat and ragdoll rewrite + physics layer changes will behave well together.
1 Year Ago
Set up tugboat parenting