241,047 Commits over 3,867 Days - 2.60cph!

8 Years Ago
Player interactable mask fix Stop UnitVIew disabling root collider in SleepRagdoll
8 Years Ago
vm source update
8 Years Ago
Recreated all the prefabs in the world apparently UnitView auto capsule collider gen
8 Years Ago
rebuilt animal skin view prefab
8 Years Ago
Started new mission Fixed server time
8 Years Ago
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8 Years Ago
Player interaction now only raycasts to the Interactable layer EntityView and derived types handle auto-generation of interactable triggers (with the exception of buildings) Combat, Projectile and ActionChain event cleanup Speedtree reimport
8 Years Ago
animated collision mesh for selection test on building tent animalskin with meshname selection_collision
8 Years Ago
FOR FUCK SAKE pipe gate collision
8 Years Ago
was crashing when launching for some reason, deleting saved folder fixed it
8 Years Ago
Added 3 new senses stats and tidied up stats import a little.
8 Years Ago
1st iteration of opening theme music added
8 Years Ago
Map + window updates.
8 Years Ago
- Wall collision objects can now be flagged to be destroyed when the player hits them and they won't bounce off
8 Years Ago
made some anims loop
8 Years Ago
Motion blur experiment
8 Years Ago
Temporary workaround (but error log is still active) for a situation where an Action Chain's state is kind of weird (Attack's current element index can somehow get to the value of 4 when the action chain's list of action is of the count of 4.
8 Years Ago
Some more information in the error log.
8 Years Ago
latest boar warthog
8 Years Ago
Sanity Check for valid state of Actions list and that CurrentElementIndex is within the Actions list's range in Action Chain after error report.
8 Years Ago
Split inventory/crafting into separate scenes UI background blur is more generic instead of being tied to inventory menu
8 Years Ago
Transparent layer (fence, glass)
8 Years Ago
- Buzzsaw now damages turrets correctly - Scaled loot container prefab up 25% to be more visible
8 Years Ago
missing boar/warthog anims and HIT_ boxes
8 Years Ago
- Loot tweaks
8 Years Ago
Fixed LOS issues in caves (RUST-1039)
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8 Years Ago
Automated Linux DS Build #360
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8 Years Ago
Automated Windows Build #360
8 Years Ago
progress
8 Years Ago
- Fixed enemy teleport effect
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8 Years Ago
Automated Linux Build #360
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8 Years Ago
Automated Windows Build #359
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8 Years Ago
Automated Linux DS Build #359
8 Years Ago
XP Hud changes
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8 Years Ago
Automated OSX Build #359
8 Years Ago
FOR FUCK SAKE fix static property on rotor FOR FUCK SAKE change room E / rebuilt prefab
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8 Years Ago
Automated Linux Build #359
8 Years Ago
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8 Years Ago
All debug spews are now processed in the main thread ShaderSystem re-entrancy guard for debug spews no longer changes the order of the output
8 Years Ago
Fixed procmap benchmark
8 Years Ago
merged from main
8 Years Ago
Lots of tweaks to building stuff, missing materials etc.
8 Years Ago
added misc textures
8 Years Ago
Added some force to the ragdoll upon death based on direction and strength of hit
8 Years Ago
Lods for big props
8 Years Ago
Re-enabled unit activity notifcations.
8 Years Ago
Pine tree position data
8 Years Ago
Added skill gain activity and fixed some stat events.
8 Years Ago
some optimization and disabled cheats
8 Years Ago
adding Absorb folder