reporust_rebootcancel

108,190 Commits over 3,867 Days - 1.17cph!

15 Days Ago
battering ram update to work in progress visuals
15 Days Ago
Added gibs to catapult. Changed catapult rust decals mat lookup.
15 Days Ago
Merge: from main Tests: none
15 Days Ago
Double clicking on a selection history entry now calls AssetDatabase.OpenAsset
15 Days Ago
wip repositioning and convar
15 Days Ago
Merge from halloween24
15 Days Ago
Also filter out murderers, scarecrows and zombies on the tutorial island
15 Days Ago
Don't allow halloween/xmas dungeons to spawn on the tutorial island
15 Days Ago
Fixed shields not getting properly initialised when using spawn.shielddummy command Added a damage mitigation factor to all shields, shields will absorb this percentage of damage and then pass the rest of the damage onto the player. This is applied after the Protection properties are applied, so we can still vary how different shield materials affect damage
16 Days Ago
Added IReceivePlayerTickListener. Forward received player ticks to any listeners. WildLifeHazards can define the button press for avoiding the hazard. WildiLifeHazards receive the player tick and check for valid input. Can now succesfully avoid hazards.
16 Days Ago
WildlifeHazard can now play a sound on trigger. Hook up placeholder hissing sound for Snake wildlife hazard.
16 Days Ago
Added SavingReactionTime to WildlifeHazard entities, along with a ReactionTimeMultiplayer server convar. Hazard effects are now triggered using this delay.
16 Days Ago
Merge from main
16 Days Ago
Tons of changes to support working outside of editor - code assumed only single instance per server - now store parameters per client in client convars - made client and server versions of each command - client commands send parameters to server version - added filtering for resources + foilage and npcs (default include everything) - fix point entities not being filtered out - split code into CLIENT and SERVER regions
16 Days Ago
Merge from halloween24
16 Days Ago
Split scarecrow and murderers into different prefabs to properly support the death screen and head bag systems Updated Scarecrow.Population and the halloween tunnel prefabs to add in the new prefab (weighted 75/25 scarecrow/murderer to match the previous behaviour)
16 Days Ago
Cleanup Rename copy -> copybox so it doesn't overlap with client copy Rename load -> loadpaste to not overlap with other load commands
16 Days Ago
Setup reinforced wooden shield prefab
16 Days Ago
Add melee attack state on 3rd person animator Added admire to viewmodel animator Added override controllers for each shield viewmodel
16 Days Ago
Hook up deploy on 3rd person shield layer
17 Days Ago
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17 Days Ago
Tags applied to items prefabs
17 Days Ago
Switch default era from None -> Unknown and add new "Any" era so we know what items are explicitly allowed in any era vs unassigned Add tags for era to item assets
17 Days Ago
Every item reserialized after adding era field & updating asset tags
17 Days Ago
Client compile fix
17 Days Ago
Improve item asset tags - `workbench0` - `workbench3` depending on crafting requirement - `craftable` for items that are craftable - {Category}Item for item category (WeaponItem, FunItem, etc) - `ItemDLC` for items that are dlc - `ItemRedirect` for items that are redirects of other items
17 Days Ago
Add era field for items (none, primitive, medieval, frontier & modern) - items default to "no era" - items in none will show up in all eras - items in lower eras will show up in higher eras - no eras assigned to items yet
17 Days Ago
WIP support for storing which NPC clothing loadout was active on a corpse, to support more accurate head bags and death screens when killing NPC's that change appearance via loadout (notably arctic scientists and scarecrows/murderers)
18 Days Ago
Remove QTE specific gameplay code. Rename functions.
18 Days Ago
Rename and refactor QTEEntity/SnakeQTEntity to WildlifeHazard/SnakeHazard. Rename entity prefabs. Manifest. Codegen.
18 Days Ago
Delete QTE folders and restructure.
18 Days Ago
Delete QTE related UI prefabs and code. Delete QTE related gesture setup.
18 Days Ago
Merge from snakes
18 Days Ago
merge from Halloween24/ghost_sheet_fixes - fixed sheet exploding when mounting - other small config changes to help collision and mounting movement
18 Days Ago
adjusted some bc config values for max origin delta and collision cast directions
18 Days Ago
setting length multiplier on ghost sheet BC controllers 1 across all states (stops exploding when mounting)
18 Days Ago
Fixed viewmodel renderers on non metal shields
18 Days Ago
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18 Days Ago
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18 Days Ago
Disable shield collider while the shield is on the players back
18 Days Ago
Compile fix
18 Days Ago
Added support for multiple record modes: FrameInterval or Manual. Automate timeline playback, start recording and then end recording after timeline has finished. OnComplete now triggers after playback has finished, so we correctly pop up the output folder etc. Can now specify an initial timeline playback start time.
18 Days Ago
Merge from main
18 Days Ago
Fix copy paste - now remaps every type of network id, fixing storage entities - fixed building ID not being reset for new pastes - refactored pasting code so it more closely resembles SaveRestore.Load() - fixed rotation of pastes not always working - save entities in order of network id so the pasting is more deterministic - removed saving of entity ids in pastes because it's not needed - change paste directory from EntityCopies -> copypaste
18 Days Ago
Merge from halloween24
18 Days Ago
HLOD now immediately resolves when the player finishes loading
18 Days Ago
removed the metal shield skin from rig then linked the v_shield to the weapon rootbone in the prefab.
18 Days Ago
Timeline playback/record initial test
18 Days Ago
Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in