reporust_rebootcancel

115,606 Commits over 3,959 Days - 1.22cph!

33 Days Ago
Changed how the No Sunlight flag was being set for environment volumes to fix an issue with material types
33 Days Ago
Mark DamageTracker `public` (again 🙄)
33 Days Ago
edited vm minicrossbow rotation curves on viewmodel prefab and updated wonky strings on strings pulled back idle
33 Days Ago
Mark DamageTracker `public`
33 Days Ago
Added static ballista deployable, without the wheeled base (wip) Renamed ballista vehicle to "Mounted Ballista"
33 Days Ago
Removed Update Game Manifest (Fast) since it's bullshit Renamed Update Game Manifest to Update Game Manifest (Unoptimized)
33 Days Ago
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
33 Days 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.
33 Days 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.
33 Days Ago
added old critter models/materials for examples and cherry picked to updated main - branching off to critters2
33 Days Ago
FastDebugDraw WIP with fucking new files
33 Days Ago
Merge from main
33 Days Ago
Correct tiger push direction
33 Days Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
33 Days Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
33 Days Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
33 Days 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
33 Days Ago
merge from primitive
33 Days Ago
- Ballista Mount blockout
33 Days 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
33 Days Ago
exported updated tiger tree test anims
33 Days Ago
Rust.cs formatting
33 Days Ago
▍▄▉▇▄▅▄ ▇▇▆▄▉ ▅▍▋ ▇▍ ▍█▍▉█▌▄▊▅ █▅▉▉▋ ▄▋▇▍ ▆▋▊▆▉▇ ▍▌▊▉▇▍▌ (!)
33 Days Ago
Merge from primitive_gm
33 Days 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)
33 Days Ago
Merge from primitive
33 Days Ago
Hopefully fix shields in a build
33 Days Ago
Added TweakGraphicsPresetsUI as a derived class of TweakUIPresetSelect to allow for more specific code. Reapplied config.
33 Days Ago
- LODs adjustments and bolt fix
33 Days Ago
Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
33 Days Ago
manifest - restore prefabs/autospawn/monument/medium/compound.prefab
33 Days Ago
removed temporary prefab now that we have final prefabs
33 Days Ago
adobe gate/wall item definitions
33 Days Ago
final prefabs for Adobe gate and wall
33 Days Ago
Merge from primitive
33 Days Ago
Backups pt5
33 Days Ago
Added a screenshake and camera recoil to the local player when hit while blocking
33 Days Ago
Backups pt3
33 Days Ago
Backups pt2
33 Days Ago
Backups
33 Days Ago
Scene backup
34 Days Ago
Battering ram metal impact
34 Days Ago
Battering ram engine exhaust effet
34 Days Ago
Damage states WIP
34 Days Ago
Horse: make sure to damage all mounted players when doing the collision damage Setup prefab information
34 Days Ago
Flip the shield raise progress bar so it starts full and lowers rather than vice versa
34 Days 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)
34 Days Ago
Fixed player floating above ground when rotating the ballista Player follows the ground level Better clipping checks
34 Days Ago
merge from primitive -> aux2
34 Days Ago
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest