branchrust_reboot/maincancel

29,170 Commits over 3,683 Days - 0.33cph!

10 Years Ago
Player ground mask
10 Years Ago
Metabolism now syncs properly Added vitals on hud (placeholder) Added TriggerBase, TriggerHurt (testing) Serverside player colliders
10 Years Ago
moved the bear .fbx files to rust reboot
10 Years Ago
-new bolt rifle / tweaked some animations for the hatchet / stone hatchet
10 Years Ago
Metabolism take damage
10 Years Ago
Cleaning up
10 Years Ago
Fix compile error
10 Years Ago
Added new layers Added GameTrace - which is like the normal physics ray trace, but also asks hit objects to test themselves (this allows us to have sub-collision schemes, like hitboxes) Removed Attack class HitInfo now stores Transform bones Added Blood effect Added player collision Added Hit Sphere collision scheme (testing feasibility) Added collision_setup prefab - this allows us to have a central place to set up collision masks in game instead of code Added MathLibrary - which might be overkill because I'm only using one function, although if it means we don't have to write our own.. all the better.
10 Years Ago
Minor tweaks
10 Years Ago
Initial commit of the whole terrain mesh blending thing, just in case my PC catches on fire Nothing you see here is finished, the basics work though
10 Years Ago
resource harvesting basics map-included entity spawning should work
10 Years Ago
Smashed up shit now drops contents
10 Years Ago
Added TakeDamage item module Made campfire/wooden box destroyable
10 Years Ago
Network messages for trace attack and effects Server, handle messages being sent when server shutting down Server muted connection - for prediction culling Networked effects Item Container/Items can now get their player owner Melee attack now sent to server (does nothing yet) Split HitTest from HitInfo Made FindClientsideEntity shared, renamed to Find Added Attack class Added Effects class Added ServerEffects class
10 Years Ago
Realm push-popper. So we can tell which realm we're in without relying on #client and #server
10 Years Ago
-turn in place (left/right); jump in place (start /midair/land); prone animations; swimming/treadwater animations
10 Years Ago
Beautified terrain UVMIX shader code Put the common code between the add and blend passes in a cginc file
10 Years Ago
This might fix it
10 Years Ago
Added all trees, bushes and rocks to the procedural test map
10 Years Ago
Scaled the rocks up to use them as big rocks for the time being
10 Years Ago
All rock prefabs with colliders
10 Years Ago
Yo, there's a meta file missing for the hammer materials folder it appears
10 Years Ago
All tree prefabs with colliders
10 Years Ago
net.debug off by default
10 Years Ago
Found out the difference between mesh and sharedMesh
10 Years Ago
Fixed loading a new mesh for every item (added debug output to verify this)
10 Years Ago
Handle broken packets better Handle untimely disconnections better
10 Years Ago
Profiling bullshit
10 Years Ago
Fixed server compile
10 Years Ago
re-uplaoed fbx & .meta file
10 Years Ago
deleted old fbx & .meta because of issues overwritting
10 Years Ago
Made procedural terrain generation somewhat async and moved it into a coroutine Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
10 Years Ago
Fixed trees spawning in lakes Beautified distribution update code
10 Years Ago
Fixed DDraw errors when shutting down
10 Years Ago
Can now pick up world items World item menus show properly World item now run clientside stuff
10 Years Ago
Removed debug
10 Years Ago
hatchet now uses an attack -> HIT -> play anotehr animation model hatchet now `strikes` based on an animation event Added animation events class Added DiDHit to HitInfo
10 Years Ago
Split procedural terrain generation into multiple files Made splatmap generation thread safe and parallelized it Enhanced calculation of the detail object distribution Added possibility to add detail types for any splat value Added forest placement based on perlin noise to spawn handler Made terrain generation seed static Restructured and optimized some code
10 Years Ago
Added stone axe, bolt rifle
10 Years Ago
Left amplify motion in debug mode :S
10 Years Ago
Fixed shadow caster getting amplify motion effect Tweaked amplify motion effect Tweaked fog settings Updated AmplifyMotion to latest
10 Years Ago
Enable amplify on built skinned meshes
10 Years Ago
Console system is networked Refactored some stuff
10 Years Ago
Updated libs for 32bit server prefab file didn't commit
10 Years Ago
Build 32bit server - so we can profile Fixed router swallowing messages DDraw screen text Added tolerance factor to leaving vis groups - to avoid finding switch seams Debug screen text - show received global network messages Tied switching network group with switching player subscription groups Fixed movement lerping from 0,0,0 on spawn Moved testlevel to 5,000 units away to test for precision issues/solutions
10 Years Ago
Added leave server debug print
10 Years Ago
Name skinned mesh parts after their prefab Don't set network position if it didn't change (perf) If network debug - draw incoming network messages Added DDraw.Text
10 Years Ago
Clear the position dirty flag!
10 Years Ago
Added profiler console commands
10 Years Ago
Build the server as a development version