239,258 Commits over 3,837 Days - 2.60cph!

10 Years Ago
Barrel LODs
10 Years Ago
Log server exceptions properly
10 Years Ago
Damage Indicator (wip)
10 Years Ago
Health UI More specific layers More CollisionSettings.* Fixed Axe viewmodel not showing up
10 Years Ago
Player ground mask
10 Years Ago
Metabolism now syncs properly Added vitals on hud (placeholder) Added TriggerBase, TriggerHurt (testing) Serverside player colliders
10 Years Ago
-removed the .fbx files for the bear / stag / boar. checked in the source files for the bear / stag / boar
10 Years Ago
moved the bear .fbx files to rust reboot
10 Years Ago
source files for bolt rifle / hatchet / stone hatchet
10 Years Ago
-removing the fbx files for the weapon models from Rust ARt
10 Years Ago
-new bolt rifle / tweaked some animations for the hatchet / stone hatchet
10 Years Ago
worked further into anim
10 Years Ago
Metabolism take damage
10 Years Ago
Cleaning up
10 Years Ago
Fix compile error
10 Years Ago
Added new layers Added GameTrace - which is like the normal physics ray trace, but also asks hit objects to test themselves (this allows us to have sub-collision schemes, like hitboxes) Removed Attack class HitInfo now stores Transform bones Added Blood effect Added player collision Added Hit Sphere collision scheme (testing feasibility) Added collision_setup prefab - this allows us to have a central place to set up collision masks in game instead of code Added MathLibrary - which might be overkill because I'm only using one function, although if it means we don't have to write our own.. all the better.
10 Years Ago
Minor tweaks
10 Years Ago
Apple LODs
10 Years Ago
Initial commit of the whole terrain mesh blending thing, just in case my PC catches on fire Nothing you see here is finished, the basics work though
10 Years Ago
Added LODs to the rad pills.
10 Years Ago
Chocolate bar asset with 3 LODs and textures - 1st checkin.
10 Years Ago
more work done on rock viewmodel
10 Years Ago
resource harvesting basics map-included entity spawning should work
10 Years Ago
Smashed up shit now drops contents
10 Years Ago
Added TakeDamage item module Made campfire/wooden box destroyable
10 Years Ago
Network messages for trace attack and effects Server, handle messages being sent when server shutting down Server muted connection - for prediction culling Networked effects Item Container/Items can now get their player owner Melee attack now sent to server (does nothing yet) Split HitTest from HitInfo Made FindClientsideEntity shared, renamed to Find Added Attack class Added Effects class Added ServerEffects class
10 Years Ago
Realm push-popper. So we can tell which realm we're in without relying on #client and #server
10 Years Ago
-turn in place (left/right); jump in place (start /midair/land); prone animations; swimming/treadwater animations
10 Years Ago
Beautified terrain UVMIX shader code Put the common code between the add and blend passes in a cginc file
10 Years Ago
treading water animations
10 Years Ago
This might fix it
10 Years Ago
Added all trees, bushes and rocks to the procedural test map
10 Years Ago
Scaled the rocks up to use them as big rocks for the time being
10 Years Ago
All rock prefabs with colliders
10 Years Ago
Yo, there's a meta file missing for the hammer materials folder it appears
10 Years Ago
All tree prefabs with colliders
10 Years Ago
net.debug off by default
10 Years Ago
Found out the difference between mesh and sharedMesh
10 Years Ago
treading water animations
10 Years Ago
Fixed loading a new mesh for every item (added debug output to verify this)
10 Years Ago
Handle broken packets better Handle untimely disconnections better
10 Years Ago
Profiling bullshit
10 Years Ago
Added initial set up file to plastic
10 Years Ago
updated hammer anim
10 Years Ago
Fixed server compile
10 Years Ago
re-uplaoed fbx & .meta file
10 Years Ago
deleted game file from art repo, these will be be contained within game repo
10 Years Ago
deleted old fbx & .meta because of issues overwritting
10 Years Ago
Made procedural terrain generation somewhat async and moved it into a coroutine Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
10 Years Ago
Fixed trees spawning in lakes Beautified distribution update code