241,627 Commits over 3,867 Days - 2.60cph!

10 Years Ago
EAC dlls and launcher
10 Years Ago
Compile the clients to RustClient
10 Years Ago
Fixed client error
10 Years Ago
Player state Sleep animation rules
10 Years Ago
Player animation optimizations - only animate when visible - only set position when changing position
10 Years Ago
Meat LODs
10 Years Ago
Fixed error in Trigger hurt, when objects get removed while triggering
10 Years Ago
Tuna can LODs
10 Years Ago
Made everything use the new terrain math class Parallelized the normal map generation of terrain blend Fixed that the terrain blend initialization would run twice Reordered the terrain data instance setup of the procedural terrain generation since it's slightly faster that way
10 Years Ago
Fixed loading saves in singleplayer
10 Years Ago
Class for all the thread safe terrain math I had to implement Hopefully all of this will be part of the Unity terrain system one day
10 Years Ago
LODs done for the cans of beans.
10 Years Ago
Added simple Saving/Loading If a player object exists, player will spawn into it Player doesn't get removed when player leaves server Player gets destroyed when killed and no connection Moved localplayer under clientside ServerMgr now calls Init itself, instead of using Start (which can be delayed by a frame) Added server.saveinterval Added server.identity
10 Years Ago
Raspberries LODs
10 Years Ago
Bandage LODs
10 Years Ago
Server save prefab
10 Years Ago
Server saving
10 Years Ago
Split Destroy into Client/Server functions for clarity Added save list
10 Years Ago
Refactoring to decouple BaseEntity from Networking a bit more obviously
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