241,377 Commits over 3,867 Days - 2.60cph!

8 Years Ago
Fixed bad path in SceneLoader
8 Years Ago
Fixed NRE in EntityView.OnDrawGizmos (cloned views)
8 Years Ago
tweaked materials on hex blocks and truck to not be light at night. Tweaked TOD lighting settings somewhat, fair way to go
8 Years Ago
made the LR300 sit in the players hand better in 3rd person fixed the IK positioning of the LR300
8 Years Ago
FOR FUCK SAKE doors with collider !A spawning anim to fix the cubemap render
8 Years Ago
Data save
8 Years Ago
Effects now support keyword replacement in their descriptions
8 Years Ago
BaseEntity physics cleanup Fixed bad casting in Stat+Properties
8 Years Ago
Stat modifiers can now target max or current value Fixed "minipulation" typo in all the things Fixed IsWithinPerceptionRangeSettings not checking the right stats Other refactoring
8 Years Ago
flashlight emission point brightness increased flashlight dust beam brightness reduced
8 Years Ago
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8 Years Ago
More tweaks to approaching in combat
8 Years Ago
player state transition anim source
8 Years Ago
MeshReplacement and SkinSet also update the renderer root bone
8 Years Ago
anim meta
8 Years Ago
player preview state anims
8 Years Ago
Fixed approaching targets in combat
8 Years Ago
Collision fix?
8 Years Ago
Some vehicle stuff.
8 Years Ago
Chimney spiral strairs final mesh LODs and Colliders, Prefab Military tunnel update
8 Years Ago
Removed Stat.CappedMaxValue, MaxValue handles caps itself
8 Years Ago
Gate collision code
8 Years Ago
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
8 Years Ago
Stat fields + defaults in IsWithinPerceptionRangeSettings
8 Years Ago
tribal drumming loops added
8 Years Ago
Minecart final mesh LODs and Colliders, Prefab Military tunnel update
8 Years Ago
Latest source files
8 Years Ago
chagned hand positions in happy anim
8 Years Ago
happy tripping laughing
8 Years Ago
Water splash fx material uses lit alpha blend shader
8 Years Ago
C
8 Years Ago
Spawner component refactoring/cleanup. Added align to normal, layermask support. Added more options for GetGroundHeight/Normal to VectorUtility DataEditor becomes DataBrowser DebugTools lock selection button
8 Years Ago
RUST-1146 - Fixed invisible helicopter gibs if destroyed outside of network range
8 Years Ago
Switched scene 2
8 Years Ago
Old Mine set, final meshes LODs and Colliders, ready to place prefabs Misc & military tunnel update
8 Years Ago
Updated scenes, stoped decal allocation on server
8 Years Ago
NRE - ViewmodelAttachment.OnDisable (weapon with attachments into research table) RUST-1244 fixed lr300 iron sights made accurate
8 Years Ago
CanPerceiveUnitsSettings implements Evalute(entity, blackboard) overload GoalPlanVariant.SimTick returns if IsActive == false
8 Years Ago
yamfm
8 Years Ago
CanPerceiveUnitsSettings switches on the Unit type instead of if/else
8 Years Ago
Updated beep
8 Years Ago
lr300 viewmodel rotation
8 Years Ago
Expose SensesParameters.LayerMask, Senses pulls directly from data instead of caching
8 Years Ago
8 Years Ago
Hopefully fixed NRE when attempting to join a no longer existing collection
8 Years Ago
Changed mission list to show large or small icons Disabled stunts Disabled TOD
8 Years Ago
More stats refactoring. Added IStat, as base Stat uses generics for definition type Current Stat cap modifier is held by Stat.ActiveCapModifier in place of the IsCapped bool from previous iteration
8 Years Ago
b
8 Years Ago
crying anims to the crying emote
8 Years Ago
Trainyard - fixed the holes in terrain sometimes happening near large basin