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134,589 Commits over 4,293 Days - 1.31cph!

1 Year Ago
Added ability to inject custom impact effects - Supports client predicted effects and server effects - Supports various types of position offsets - Supports various types of normal orientation - Supports overriding returned effect path
1 Year Ago
Loop fix
1 Year Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
1 Year Ago
Merge from /main
1 Year Ago
Guide mesh change
1 Year Ago
Added Consume server RPC to food entities. Inital OnInput for food held entity, trigger eat when you press reload for now. Don't belt-eat food items that have an item mod and valid entity prefab. Added BlockBeltSelect virtual check to ItemMod. Codegen.
1 Year Ago
1 Year Ago
Hammerhead impact
1 Year Ago
Test switching food items. Added second test food item.
1 Year Ago
Final refactorings: FastDebugDraw is now InstancedDebugDraw Added ConVar to switch between old and new system. Added UnityGLInterceptor as a base to UnityGLEmulator to intercept Unity.GL calls but avoid breaking classic DDraw. Opted for nested types instead of overly long namespace names. Exhibit proper resource management in InstancedDebugDraw as well as InstancedDebugMeshGenerator.
1 Year Ago
Very initial test food vm/held ent setup
1 Year Ago
- added new flying bee model, texture and material. - updated walking bee material and textures - added walking bee VM
1 Year Ago
View model block out animations for the pie
1 Year Ago
Fixed junkyard car shredder not displaying any LODS
1 Year Ago
horse ragdoll passes collision events back to be handled properly as fall damage
1 Year Ago
sar 3p straight ahead (zero spine rotation) anims
1 Year Ago
make sure we aren't setting the horse angular velocity when its rigibody is kinematic
1 Year Ago
Normal variation now scales the legs animator hip blend speed (both on client and server), this helps reducing the brutal hip rotations when riding on uneven terrain ClientUpdate now packs throttle, steering and avoidance inputs into one byte
1 Year Ago
rustplayer avatar update (added spine 4 as upper chest)
1 Year Ago
put original tiger run hit anim back in and edited unity settings for tiger fire and run atk anims
1 Year Ago
Refactor FastDebugDraw to use the new base classes, fix a bug with lingering instances and add a public API that matches with DDraw.
1 Year Ago
Pull out base classes for instancing: InstanceMemoryBase, CommandMemoryBase and BufferMemoryBase
1 Year Ago
Fix primitive tag on loading screen missing blue background
1 Year Ago
Minor text update, overlapping text still not there in editor, hoping phrases update will fix it
1 Year Ago
Fixed some inputs being remembered when the player is downed while holding a shield
1 Year Ago
Avoidance steering input are now sent to clients (so the horse moves its head when avoiding something) Small optimisations in the horse update rpc
1 Year Ago
exported tiger prowl/run fire and run to attack anims. updated tiger run hit anim
1 Year Ago
network++ save++ Staging wipe
1 Year Ago
merge from primitive
1 Year Ago
Blockout position update
1 Year Ago
merge from main
1 Year Ago
Fixed an issue with overlapping environment volumes causing overlapped areas to become darker. Now the darkest volume takes priority.
1 Year Ago
Weapon racks can now handle items being externally removed (eg due to era enforcement)
1 Year Ago
Fixed horse sliding mode oscillating too much\ Added a delay on the sliding sound before it can be played again
1 Year Ago
Removed tree layer from catapult spikes trigger Tweaked world colliders
1 Year Ago
Fixed missing DungeonConditionalModel in ferry terminal
1 Year Ago
merge from primitive/gameplay - contains network protocol
1 Year Ago
primative techtree t0 and t2 progress
1 Year Ago
Better horse auto avoidance Reduced horse velocity when hitting a vehicle
1 Year Ago
Merge from primitive
1 Year Ago
Beehive Blockout Update
1 Year Ago
Fix exception when firing guns and not holding a shield
1 Year Ago
merge from primitive
1 Year Ago
Techtree T0 progression fix weapons t2
1 Year Ago
Fix croc sometimes snapping between water surface and water floor
1 Year Ago
Fixed missing backfaces on battering ram build stage
1 Year Ago
Fixed Projectile.noheadshots not resetting when a projectile is pooled (old bug, the only issue from this I could find is relatively minor: the parameter could leak from authoritative projectiles into effect projectiles of the same type, causing incorrect visuals for effect projectiles; thankfully it could not leak the other way around) Moved the reset of some variables from Effect.Init to Effect.Clear to avoid duplicating that code into all Effect.Init overloads Fixed missing reset of the new distanceOverride in one of the Effect.Init overloads, which caused it to leak from AutoTurret arrows into player arrows Moved effect projectile gravity bypass to Projectile.noGravity
1 Year Ago
Updates to jungle prop blockout scale. Work on ziggurat shell and scene.
1 Year Ago
cherrypicking 110851 Fix heli targeting scientists
1 Year Ago
Added primitive sell order lists for water well vendor