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126,618 Commits over 4,109 Days - 1.28cph!

2 Years Ago
Fix build settings
2 Years Ago
Revert accidental TriggerParent change
2 Years Ago
Removed DoMovingWithoutARigidBodyCheck method from BaseEntity.Server. This was unused and hasn't been an issue since Unity 5.
2 Years Ago
Match corpse position sync parameters to vehicle position sync parameters. Keeps corpse world position properly in sync when on a moving vehicle. Since limb positions are local, we can get away with updating them less often - keeping the base position accurately in sync is enough.
2 Years Ago
Reworked inner bulb and outer glass with new shader features
2 Years Ago
Show details for nexus when clicking on one in the server browser
2 Years Ago
Added fresnel-style emission fade option to "Rust/Standard"
2 Years Ago
Fix unity_WorldToObject being incorrect inverse of unity_ObjectToWorld via a diogo code snippet Shadows now work
2 Years Ago
Progress & some stuff for Diogo
2 Years Ago
added bear turning additives, animator updates
2 Years Ago
Add the GlobalRendering component as an entity Spawn on server as important entity
2 Years Ago
Optimized BaseEntity.IsOutside since it'll be called quite a bit more now
2 Years Ago
Fixed ModelConditionTest_Outside and ModelConditionTest_Inside returning incorrect results for triangle floors
2 Years Ago
merged from vision: Reworked field of view for Scientists. Lowered their FOV considerably so they don't instantly detect players behind them and also applied a random offset to it. Fixed rear vision detection and simplified it, always detect out of vision but very close players. Updated all main scientist prefabs with new vision stats.
2 Years Ago
Standardised vision stats of all scientist prefabs to new values
2 Years Ago
merge from main
2 Years Ago
compile fix
2 Years Ago
profiling fix
2 Years Ago
vision change merge wip
2 Years Ago
Slightly increase random movement area range in combat state
2 Years Ago
Updated all main scientist AI designs to not always take cover when hit, now also includes a min health and a chance check. Fixed a bug in excavator scientist entity mem reference slot.
2 Years Ago
Added excavator and mil tunnel scientist prefabs to Spawn Lineup feature.
2 Years Ago
AIArena nametags now show the AI design filename too.
2 Years Ago
Merge from main
2 Years Ago
Fixed SC rocket splash damage issue related to wall corners
2 Years Ago
Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
2 Years Ago
ticked on 'bake into pose' for root transform/rotation on updated bear animations
2 Years Ago
exported bear sprint and canter and edited some bear anim settings in unity
2 Years Ago
shipping container skin floor and triangle floor conditional models for exterior display prefabs setup
2 Years Ago
merge from ModelConditionTest_Outside_Inside
2 Years Ago
Match build options for old build process
2 Years Ago
Add ScriptableBuildPipeline package Implemented a new, custom BuildAssetBundles method that runs PreProcess on a new instance of each prefab, saves the modified prefab into the bundle under the original prefabs name and then destroys the modified prefab version after the build is complete without requiring an AssetDatabase import Backing this up because it will probably break my project if it goes wrong (it will definitely go wrong)
2 Years Ago
Merge from Tugboat. Need to see if tugboat and ragdoll rewrite + physics layer changes will behave well together.
2 Years Ago
Set up tugboat parenting
2 Years Ago
Enabled caustics
2 Years Ago
Added engine and water audio loops
2 Years Ago
Minor glass texture adjust
2 Years Ago
Lowered opacity on tugboat glass - easier to see through (requested in meeting)
2 Years Ago
Reasonable starting setup for water wake FX on tugboat
2 Years Ago
Merge Main -> Tugboat ⛴
2 Years Ago
Conditional model pieces / mesh of child prefabs of building blocks now spawn in the correct place
2 Years Ago
Merge from ferry_terminal
2 Years Ago
Fixed ScaleBySpeed not dividing by deltaTime, causing the reported speed to be framerate-dependent and much lower than actual. Greatly increased the min/max speed values all users of this script to accommodate for this fix. Fixes all boat wake effects being framerate-dependent. Updated: - Kayak - RHIB - Rowboat - SubmarineDuo - Submarine Solo - Boogieboard - Innertube - Horse innertube - Unicorn innertube - Shark - Horse
2 Years Ago
Parent merge
2 Years Ago
Merge from main
2 Years Ago
Unsaved
2 Years Ago
Shipping container showcase scene
2 Years Ago
Possibly fixed feet IK rotation getting applied incorrectly after being forcibly dismounted from a vehicle (eg. crashing a minicopter)
2 Years Ago
Empty .anim ref file
2 Years Ago
Container colours lookup