201,447 Commits over 4,171 Days - 2.01cph!

10 Months Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
10 Months Ago
updated textures
10 Months Ago
Clean: removing unnecessary checks and files Tests: none, trivial changes
10 Months Ago
playerupdate. player animtion controller updated with correct anim clips
10 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
10 Months Ago
Battering ram attack logic, press fire to attack while in the driver seat to attack and damage entities in front of you Only damages building blocks atm Placeholder animations and effects
10 Months Ago
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10 Months Ago
Fix wolves absolutely wrecking cars with their attacks
10 Months Ago
setting up metal shield viewmodel anims
10 Months Ago
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10 Months Ago
reinforced wood shield world model
10 Months Ago
merge from main
10 Months Ago
Update: don't trample on existing defines when changing mode switches Saves a bit of time when working with Performance Framework Tests: confirmed RUST_PERF_FWK stays when switching to none, client, client+server
10 Months Ago
modular car style suspensions for battering ram and skateboard
10 Months Ago
merge from main
10 Months Ago
Compile fixes
10 Months Ago
BatteringRam now inherits from GroundVehicle
10 Months Ago
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10 Months Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
10 Months Ago
Buildfix: Harmony loader is conditionally built via asmdef settings - Originally there was a mix of code macro checks and asmdef constraints - now it's just asmdef constraints and no code defines - Enabled it for all platforms except editor, instead of just 3 explicit ones(Unity's TestFramework currently builds Win32 players instead of Win64). Tests: with PerfFwk enabled and editor in different(Client, Server, both) modes, ran Pool perf tests in Player/standalone mode. Everything built and succeeded.
10 Months Ago
Update: Exclude unnecesary scenes when PerfFwk is enabled - We have disabled scenes in the list that UnityTestFramework ignores and tries to build, leading to issues - It also saves iteration time, since we only build scenes we'll use for perf testing Tests: same as before
10 Months Ago
main -> vines
10 Months Ago
Update: Moving perf tests to PerfFwk plugin - Added additional references to PerfFwk Original idea of mixing perf test code into main assembly didn't work out, so for now going the path of contianing them in an isolated assembly Tests: tested with other changes to run pooling tests in CLIENT+SERVER standalone mode
10 Months Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
10 Months Ago
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10 Months Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
10 Months Ago
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10 Months Ago
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10 Months Ago
Potential fix for wolves jagged jumps
10 Months Ago
Merge from blowpipe
10 Months Ago
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd Make wolves flee a random distance to avoid visual repetition Make wolves flee further away to avoid being easy targets
10 Months Ago
Refactor modifier application so I can use it elsewhere.
10 Months Ago
Merge from main
10 Months Ago
merge from main
10 Months Ago
merge from fix_crafting_queue_wrong_item
10 Months Ago
merge from planter_night_rainfall_fix
10 Months Ago
merge from launchsite_flow_fix
10 Months Ago
merge from dpv_fixes
10 Months Ago
merge to main surrendering_duck
10 Months Ago
merge from frontier_hatchet_bc_fixes
10 Months Ago
merge from hempcolor
10 Months Ago
Merge from main
10 Months Ago
Merge from thirdperson_orbit_cam
10 Months Ago
Merge from main
10 Months Ago
WIP
10 Months Ago
Fixed some duplicate arms
10 Months Ago
Reworked shield viewmodel coding to live on a new self contained component Updated viewmodels with new assets
10 Months Ago
Backups
10 Months Ago
Merge from main