reporust_rebootcancel

126,647 Commits over 4,109 Days - 1.28cph!

9 Months Ago
Merge from halloween24
9 Months Ago
Can now collect Scarecrow heads with skinning knife
9 Months Ago
Directional surface stuff WIP
9 Months Ago
test deployable setup
9 Months Ago
merge from Halloween24
9 Months Ago
Enabled halloween event Enabled Scarecrowpopulation Updated collectables Added bone collectable Frank default table craftable Enabled portals
9 Months Ago
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9 Months Ago
- Wolves have a chance to stand their ground and start growling at the first swing, if they do this swing again to make them flee - Make torch swing reactions less delayed - Remove cases where a wolf is quite close to the fire, but just stares without either growling or moving away which looked odd
9 Months Ago
Fix held items on fire like torches, bows and flame throwers not being detected by wolves if the fire moves far from where it was lit
9 Months Ago
Fix fire not being detected sometimes at a specific distance (do not forget about a fire when it leaves out perception range, remember it until it's disappears)
9 Months Ago
Refactor FSM states to return their status, instead of having it being a member field (less error prone and helps states be AI architectures agnostic)
9 Months Ago
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9 Months Ago
backup ram prefab
9 Months Ago
Fix immortal wolves
9 Months Ago
Replaced radiation removal tea with the anti rad tea in the food cache loot table
9 Months Ago
Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
9 Months Ago
Don't show NPC vending machine names
9 Months Ago
Merge from main
9 Months Ago
main -> vines
9 Months Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
9 Months Ago
Example rock
9 Months Ago
Template rock
9 Months Ago
Initial work to render a line
9 Months Ago
Dispose of line renderer on destroy
9 Months Ago
- Vine object - Prefab setup
9 Months Ago
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine - Rotation speed changes - Mountable now shared between swings
9 Months Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
9 Months Ago
Change mountable so the player doesnt insta die on dismount
9 Months Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
9 Months Ago
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9 Months Ago
- further cloud density+lighting model experimenting - add noise generator for the 2D cloud map (controlling coverage and cloud type), values can be tweaked and texture regenerated at runtime - clean up
9 Months Ago
Fixed siege tower server collider
9 Months Ago
Ballista gamefeel, placeholder anims
9 Months Ago
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9 Months Ago
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
9 Months Ago
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9 Months Ago
Added ballista spear ammo item + placeholder effect and projectile prefabs
9 Months Ago
siege tower update
9 Months Ago
Ballista loading and firing logic Added projectile firing overload methods to BaseMountable
9 Months Ago
Fix wolves not comming to help their allies under some cirumstances
9 Months Ago
Add: Perf Test dud to boot ProcGen map Builds for player and starts switching the world, but I try to set it up incorrectly and still need to build/copy asset bundles. Tests: Confirmed that the player asserts when running the new test
9 Months Ago
exported metal shield world model anims
9 Months Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
9 Months Ago
updated textures
9 Months Ago
Clean: removing unnecessary checks and files Tests: none, trivial changes
9 Months Ago
playerupdate. player animtion controller updated with correct anim clips
9 Months Ago
Update: when enabling PerfFwk ensure we have 64bit arch selected Somehow I had 32bit arch targetted locally, and it looks like this is a local-only setting, so it's possible others will also run into this - this should avoid issues (like previous problem with Rust.Harmony). Tests: while on WIndows32 target enabled the framework - confirmed it switched to 64bit arch