135,180 Commits over 4,293 Days - 1.31cph!

1 Year Ago
Cherry-pick marking DamageTracker `public`
1 Year Ago
Mark DamageTracker `public` (third attempt 😤 )
1 Year Ago
Merge from swapover
1 Year Ago
enabled horse temp ragdolling - horse ragdolls with damage/sliding/airtime and will get back up (assuming it doesn't then die while ragdolling)
1 Year Ago
Fixes, can mount static ballista
1 Year Ago
Changed how the No Sunlight flag was being set for environment volumes to fix an issue with material types
1 Year Ago
Mark DamageTracker `public` (again 🙄)
1 Year Ago
edited vm minicrossbow rotation curves on viewmodel prefab and updated wonky strings on strings pulled back idle
1 Year Ago
Mark DamageTracker `public`
1 Year Ago
Added static ballista deployable, without the wheeled base (wip) Renamed ballista vehicle to "Mounted Ballista"
1 Year Ago
Removed Update Game Manifest (Fast) since it's bullshit Renamed Update Game Manifest to Update Game Manifest (Unoptimized)
1 Year Ago
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
1 Year 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.
1 Year 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.
1 Year Ago
added old critter models/materials for examples and cherry picked to updated main - branching off to critters2
1 Year Ago
FastDebugDraw WIP with fucking new files
1 Year Ago
Merge from main
1 Year Ago
Correct tiger push direction
1 Year Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
1 Year Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
1 Year Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
1 Year 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
1 Year Ago
- Ballista Mount blockout
1 Year 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
1 Year Ago
exported updated tiger tree test anims
1 Year Ago
Rust.cs formatting
1 Year Ago
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1 Year Ago
Merge from primitive_gm
1 Year 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)
1 Year Ago
Hopefully fix shields in a build
1 Year Ago
Added TweakGraphicsPresetsUI as a derived class of TweakUIPresetSelect to allow for more specific code. Reapplied config.
1 Year Ago
- LODs adjustments and bolt fix
1 Year Ago
Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
1 Year Ago
manifest - restore prefabs/autospawn/monument/medium/compound.prefab
1 Year Ago
removed temporary prefab now that we have final prefabs
1 Year Ago
adobe gate/wall item definitions
1 Year Ago
final prefabs for Adobe gate and wall
1 Year Ago
Added a screenshake and camera recoil to the local player when hit while blocking
1 Year Ago
Battering ram metal impact
1 Year Ago
Battering ram engine exhaust effet
1 Year Ago
Damage states WIP
1 Year Ago
Horse: make sure to damage all mounted players when doing the collision damage Setup prefab information
1 Year Ago
Flip the shield raise progress bar so it starts full and lowers rather than vice versa
1 Year Ago
Shield can now only be raised for a maximum of 4 seconds However long the shield is raised the player then has to wait that long until they can raise the shield again Shield can be raised for a minimum of 1s (ie. if a player taps RMB, the shield will do a 1s hold and then have a 1s delay before it can be used again) Communicated via the on screen progress bar (aka compound bow)
1 Year Ago
Fixed player floating above ground when rotating the ballista Player follows the ground level Better clipping checks
1 Year Ago
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
1 Year Ago
Collider fixes
1 Year Ago
Exhaust stuff
1 Year Ago
Add extra colliders to the top, side and bottom of all shields for extra cover Tripled the health of all shields
1 Year Ago
Ensure errors are thrown inside DoPrepare() instead of being skipped over - only applies when `-throw_manifest_error` is set