134,818 Commits over 4,293 Days - 1.31cph!

1 Year Ago
GenerateDungeonGrid stays within terrain bounds
1 Year Ago
Fixed bone manipulations being changed on level transition Fixed camera entity losing its keybinds on level transition
1 Year Ago
- Move bolt joints forward - Setup more masks on idle animations
1 Year Ago
- Added view model renderers to the new skinned arrows - FIxed NRE
1 Year Ago
removed linked arrow meshes from minicrossbow viewmodel prefab
1 Year Ago
Lot of improvements on horse head motion
1 Year Ago
removed wip files, added game meshes, correct textures
1 Year Ago
part 2
1 Year Ago
Updated presets UI and defaults to match reworked names
1 Year Ago
Fixed static workbenches not having primitive version of tech tree attached to them
1 Year Ago
Update: DemoServer - hook up metabolism and make every player invincible I thought metabolism would fix the drowning of main player, but the recording info contains empty oxygen. Instead, we treat every player as invincible unless there's a replication message to destroy them. Tests: Played the demo till the end - no more logs on main player drowning
1 Year Ago
Export updated defaults
1 Year Ago
1 Year Ago
Move a bunch of settings to graphics convar space to help with compat. Updated related code and presets to match.
1 Year Ago
exported mini crossbow rig with the arrow meshes skinned and anims updated
1 Year Ago
- Hopper gibs - Barrel socket adjustment - LOD distances
1 Year Ago
merge from qol_horse_comfort_increase -> main
1 Year Ago
Enable horse comfort only on campfire prefabs - campfire - skull firepit - cursed cauldron
1 Year Ago
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1 Year Ago
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1 Year Ago
Fireball for cherrypicking
1 Year Ago
merge from jungle
1 Year Ago
- Fixed 4th reload animation not working (implemented Jarryd's fix) - Removed loop time on the all strings drawn strings drawn layered - Virtual method for reload fraction duration
1 Year Ago
Horses add +50% comfort
1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
Fix T2 and T3 tech tree not marked as available in primitive
1 Year Ago
Restrict spring since it's only used for restricted weapons - remove spring from pressure plate in primitive to make it craftable with spring removal
1 Year Ago
Update: DemoServer handles a number of RPC messages - Only propertly implementing model flags for now - Adding a bunch of RPCs to ignore to avoid heavy spam during playback - Also renaming player game objects during playback to make it easier to track and inspect their state This revelas that during playback we're triggering a bunch of tick violations, which prevents position updates. Need to figure out how to deal with them. Tests: ran the same demo, this time with warnings not filtered out - once map loaded, the rate of warnings was decreased substantially.
1 Year Ago
Removed extra renderer component
1 Year Ago
Setup LOD Renderers on Worldmodel
1 Year Ago
Snap scientists to their cover even if those are slightly off navmesh (else they don't stick to the walls because of navmesh erosion, and can be spotted easily)
1 Year Ago
1 Year Ago
Prevent scientists from sneaking if they need to get into cover asap
1 Year Ago
Remove rifle body, SMG body, semi body since they are only used for restricted weapons
1 Year Ago
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
1 Year Ago
Fix metal detector not applying item era restrictions
1 Year Ago
Restrict access to rifle ammo since no weapons that use rifle ammo are available
1 Year Ago
Fix advent calendar able to bypass primitive era item restrictions
1 Year Ago
deleted test file
1 Year Ago
test commit
1 Year Ago
Remove `npc_junkpile_a_spawn_chance` and `npc_junkpile_g_spawn_chance` convars as no junkpiles in the project actually use the components the convars are referenced in - replace with the normal convar `npc_junkpilespawn_chance`
1 Year Ago
- Swapped to using correct order reload anims - Multiswap arrows improvements - Temporary swap code
1 Year Ago
Rebuild options UI after merge
1 Year Ago
Merge from main
1 Year Ago
merge from main
1 Year Ago
base shield gameplay pass
1 Year Ago
Medieval barricade base gameplay pass - now shared the same stats as barbed barricade. - Removed rope requirement from barbed barricade
1 Year Ago
clean up /asset folder, deleting duplicate icons and radiator prefab
1 Year Ago
Merge from main
1 Year Ago
Fix and improve foliage placement compute map sampling/decoding, fix incorrect foliage cells being used, clean up and move shader setup for instancing to includes, fix bounds calculations, add function to get foliage counts per cell, implement instance offsets and density handling to foliage placement.