127,737 Commits over 4,201 Days - 1.27cph!

12 Months Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
12 Months Ago
updated textures
12 Months Ago
Clean: removing unnecessary checks and files Tests: none, trivial changes
12 Months Ago
playerupdate. player animtion controller updated with correct anim clips
12 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
12 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
12 Months Ago
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12 Months Ago
Fix wolves absolutely wrecking cars with their attacks
12 Months Ago
setting up metal shield viewmodel anims
12 Months Ago
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12 Months Ago
reinforced wood shield world model
12 Months Ago
merge from main
12 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
12 Months Ago
modular car style suspensions for battering ram and skateboard
12 Months Ago
merge from main
12 Months Ago
Compile fixes
12 Months Ago
BatteringRam now inherits from GroundVehicle
12 Months Ago
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12 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
12 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.
12 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
12 Months Ago
main -> vines
12 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
12 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
12 Months Ago
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12 Months Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
12 Months Ago
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12 Months Ago
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12 Months Ago
Potential fix for wolves jagged jumps
12 Months Ago
Merge from blowpipe
12 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
12 Months Ago
Refactor modifier application so I can use it elsewhere.
12 Months Ago
Merge from main
12 Months Ago
merge from main
12 Months Ago
merge from fix_crafting_queue_wrong_item
12 Months Ago
merge from planter_night_rainfall_fix
12 Months Ago
merge from launchsite_flow_fix
12 Months Ago
merge from dpv_fixes
12 Months Ago
merge to main surrendering_duck
12 Months Ago
merge from frontier_hatchet_bc_fixes
12 Months Ago
merge from hempcolor
12 Months Ago
Merge from main
12 Months Ago
Merge from thirdperson_orbit_cam
12 Months Ago
Merge from main
1 Year Ago
WIP
1 Year Ago
Fixed some duplicate arms
1 Year Ago
Reworked shield viewmodel coding to live on a new self contained component Updated viewmodels with new assets
1 Year Ago
Merge from main
1 Year Ago
Added orbit camera to third person camera view for devs/admins. Hold alt when using third person camera to use. Mousewheel zooms in out.