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121,151 Commits over 4,018 Days - 1.26cph!

3 Months Ago
Removed Update Game Manifest (Fast) since it's bullshit Renamed Update Game Manifest to Update Game Manifest (Unoptimized)
3 Months Ago
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
3 Months 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.
3 Months 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.
3 Months Ago
added old critter models/materials for examples and cherry picked to updated main - branching off to critters2
3 Months Ago
FastDebugDraw WIP with fucking new files
3 Months Ago
Merge from main
3 Months Ago
Correct tiger push direction
3 Months Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
3 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
3 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
3 Months 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
3 Months Ago
merge from primitive
3 Months Ago
- Ballista Mount blockout
3 Months 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
3 Months Ago
exported updated tiger tree test anims
3 Months Ago
Rust.cs formatting
3 Months Ago
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3 Months Ago
Merge from primitive_gm
3 Months 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)
3 Months Ago
Merge from primitive
3 Months Ago
Hopefully fix shields in a build
3 Months Ago
Added TweakGraphicsPresetsUI as a derived class of TweakUIPresetSelect to allow for more specific code. Reapplied config.
3 Months Ago
- LODs adjustments and bolt fix
3 Months Ago
Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
3 Months Ago
manifest - restore prefabs/autospawn/monument/medium/compound.prefab
3 Months Ago
removed temporary prefab now that we have final prefabs
3 Months Ago
adobe gate/wall item definitions
3 Months Ago
final prefabs for Adobe gate and wall
3 Months Ago
Merge from primitive
3 Months Ago
Backups pt5
3 Months Ago
Added a screenshake and camera recoil to the local player when hit while blocking
3 Months Ago
Backups pt3
3 Months Ago
Backups pt2
3 Months Ago
Backups
3 Months Ago
Scene backup
3 Months Ago
Battering ram metal impact
3 Months Ago
Battering ram engine exhaust effet
3 Months Ago
Damage states WIP
3 Months Ago
Horse: make sure to damage all mounted players when doing the collision damage Setup prefab information
3 Months Ago
Flip the shield raise progress bar so it starts full and lowers rather than vice versa
3 Months 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)
3 Months Ago
Fixed player floating above ground when rotating the ballista Player follows the ground level Better clipping checks
3 Months Ago
merge from primitive -> aux2
3 Months Ago
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
3 Months Ago
Collider fixes
3 Months Ago
Exhaust stuff
3 Months Ago
Add extra colliders to the top, side and bottom of all shields for extra cover Tripled the health of all shields
3 Months Ago
merge from primitive -> aux2
3 Months Ago
Ensure errors are thrown inside DoPrepare() instead of being skipped over - only applies when `-throw_manifest_error` is set