120,919 Commits over 4,018 Days - 1.25cph!
Continuing work on zigg shell (decals, modeling, vert paintig) WIP
Fix mini crossbow pushing some NREs
Renamed food_pie_generic.viewmodel to food_pie_generic.viewmodel_placeholder to be clear
Add muzzle position to mini crossbow (spawns projectile at the right place 3p)
med ak
- rigged worlmodel, brought mag into file
- initial 3p entity setup
Generic pie entity and VM prefabs.
Pie specific items (chicken as initial test)
exported tiger run to 180 anims so the pelvis follows the root motion joint consistently
Added Two New Catapult Stone Ammo Models
Added A Cluster Model to use in the Catapult Basket
Removed Old Catapult Stone Ammo Textures and Replaced them with a new combined textures
Updated prexisiting prefabs to use new textures.
Hook up new food view model script to placeholder food vm.
Link to food entity.
Some very initial food VM code /setup
Incorrect effects path fix
Use 'UseCustomEffect' instead of is valid check
Added ability to inject custom impact effects
- Supports client predicted effects and server effects
- Supports various types of position offsets
- Supports various types of normal orientation
- Supports overriding returned effect path
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
Added Consume server RPC to food entities.
Inital OnInput for food held entity, trigger eat when you press reload for now.
Don't belt-eat food items that have an item mod and valid entity prefab.
Added BlockBeltSelect virtual check to ItemMod.
Codegen.
Test switching food items.
Added second test food item.
medAssaultRifle 4k cinematic textures and materials
Final refactorings: FastDebugDraw is now InstancedDebugDraw
Added ConVar to switch between old and new system.
Added UnityGLInterceptor as a base to UnityGLEmulator to intercept Unity.GL calls but avoid breaking classic DDraw.
Opted for nested types instead of overly long namespace names.
Exhibit proper resource management in InstancedDebugDraw as well as InstancedDebugMeshGenerator.
Very initial test food vm/held ent setup
- added new flying bee model, texture and material.
- updated walking bee material and textures
- added walking bee VM
View model block out animations for the pie
Fixed junkyard car shredder not displaying any LODS
horse ragdoll passes collision events back to be handled properly as fall damage
sar 3p straight ahead (zero spine rotation) anims
make sure we aren't setting the horse angular velocity when its rigibody is kinematic
Normal variation now scales the legs animator hip blend speed (both on client and server), this helps reducing the brutal hip rotations when riding on uneven terrain
ClientUpdate now packs throttle, steering and avoidance inputs into one byte
rustplayer avatar update (added spine 4 as upper chest)
put original tiger run hit anim back in and edited unity settings for tiger fire and run atk anims
Refactor FastDebugDraw to use the new base classes, fix a bug with lingering instances and add a public API that matches with DDraw.
Pull out base classes for instancing: InstanceMemoryBase, CommandMemoryBase and BufferMemoryBase
Fix primitive tag on loading screen missing blue background
Minor text update, overlapping text still not there in editor, hoping phrases update will fix it
Fixed some inputs being remembered when the player is downed while holding a shield
Avoidance steering input are now sent to clients (so the horse moves its head when avoiding something)
Small optimisations in the horse update rpc
exported tiger prowl/run fire and run to attack anims. updated tiger run hit anim
network++
save++
Staging wipe
Fixed an issue with overlapping environment volumes causing overlapped areas to become darker. Now the darkest volume takes priority.