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129,991 Commits over 4,232 Days - 1.28cph!

10 Months Ago
Use 'UseCustomEffect' instead of is valid check
10 Months Ago
Merge from /main
10 Months 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
10 Months Ago
Loop fix
10 Months Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
10 Months Ago
Merge from /main
10 Months Ago
Guide mesh change
10 Months 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.
10 Months Ago
10 Months Ago
Hammerhead impact
10 Months Ago
Test switching food items. Added second test food item.
10 Months 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.
10 Months Ago
Very initial test food vm/held ent setup
10 Months Ago
- added new flying bee model, texture and material. - updated walking bee material and textures - added walking bee VM
10 Months Ago
View model block out animations for the pie
10 Months Ago
Fixed junkyard car shredder not displaying any LODS
10 Months Ago
horse ragdoll passes collision events back to be handled properly as fall damage
10 Months Ago
sar 3p straight ahead (zero spine rotation) anims
10 Months Ago
make sure we aren't setting the horse angular velocity when its rigibody is kinematic
10 Months 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
10 Months Ago
rustplayer avatar update (added spine 4 as upper chest)
10 Months Ago
put original tiger run hit anim back in and edited unity settings for tiger fire and run atk anims
10 Months Ago
Refactor FastDebugDraw to use the new base classes, fix a bug with lingering instances and add a public API that matches with DDraw.
10 Months Ago
Pull out base classes for instancing: InstanceMemoryBase, CommandMemoryBase and BufferMemoryBase
10 Months Ago
Fix primitive tag on loading screen missing blue background
10 Months Ago
Minor text update, overlapping text still not there in editor, hoping phrases update will fix it
10 Months Ago
Fixed some inputs being remembered when the player is downed while holding a shield
10 Months 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
10 Months Ago
exported tiger prowl/run fire and run to attack anims. updated tiger run hit anim
10 Months Ago
network++ save++ Staging wipe
10 Months Ago
merge from primitive
10 Months Ago
Blockout position update
10 Months Ago
merge from main
10 Months Ago
Fixed an issue with overlapping environment volumes causing overlapped areas to become darker. Now the darkest volume takes priority.
10 Months Ago
Weapon racks can now handle items being externally removed (eg due to era enforcement)
10 Months Ago
Fixed horse sliding mode oscillating too much\ Added a delay on the sliding sound before it can be played again
10 Months Ago
Removed tree layer from catapult spikes trigger Tweaked world colliders
10 Months Ago
Fixed missing DungeonConditionalModel in ferry terminal
10 Months Ago
merge from primitive/gameplay - contains network protocol
10 Months Ago
primative techtree t0 and t2 progress
10 Months Ago
Better horse auto avoidance Reduced horse velocity when hitting a vehicle
10 Months Ago
Merge from primitive
10 Months Ago
Beehive Blockout Update
10 Months Ago
Fix exception when firing guns and not holding a shield
10 Months Ago
merge from primitive
10 Months Ago
Techtree T0 progression fix weapons t2
10 Months Ago
Fix croc sometimes snapping between water surface and water floor
10 Months Ago
Fixed missing backfaces on battering ram build stage
10 Months 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
10 Months Ago
Updates to jungle prop blockout scale. Work on ziggurat shell and scene.