252,764 Commits over 3,990 Days - 2.64cph!

9 Years Ago
Console system to its own library
9 Years Ago
Console system to its own library
9 Years Ago
crossbow reload anim length now matches ironsight start point
9 Years Ago
Normalized desire consideration
9 Years Ago
PlayerController command handling clears player created desires for the selected Unit unless if shift modifier is used
9 Years Ago
Removed unused behaviour settings refs in PlayerController+Units
9 Years Ago
Added maincamera script to apply ambient and camera frustum shader params (fix for missing ambient light) Fixed skydome light layer mask to include transparent FX (fix for missing direct light)
9 Years Ago
Fixed painted images not saving correctly Added Sqlite/byte/memorystream tests
9 Years Ago
removed random prefabs/models fomr greenbox
9 Years Ago
Helk'd it, left a buunch of Debug.Log's in the code
9 Years Ago
human anim eat with bool isEating
9 Years Ago
Fixed GetBetaName exception when steam isn't running (benchmarks etc)
9 Years Ago
for CUI, added Added UI.Ingame.Hud, UI.Ingame.Hud.Under
9 Years Ago
Removed hacky motion vector non-jitter matrix code now that we're on b25; using built-in, fixes issues with viewmodel
9 Years Ago
Fixed TimeWarning disposal profiler situation Moved netgraph to Rust.UI
9 Years Ago
airfield work backup
9 Years Ago
made dodge dodge less far
9 Years Ago
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9 Years Ago
Actual fix for temporal-aa black cancer + tiny alu opt
9 Years Ago
ProjectVersion / ProjectSettings b25 auto updates
9 Years Ago
Workaround for building blocked everywhere (RUST-683, maybe RUST-1138)
9 Years Ago
AI tweaks so that reacting to unseen attackers actually gets picked
9 Years Ago
Fix attempt for black cancer taking over the screen when using temporal aa
9 Years Ago
Fixed shader find FXAA shader; already assigned via inspector Added default shader assignment
9 Years Ago
merge from main
9 Years Ago
airfield hangar COLs and prefabs
9 Years Ago
no double xp from breaking lootable objects
9 Years Ago
Chat hooks up
9 Years Ago
UnitPortaitManager has seperate settings + prefabs for main portrait and tracker balls
9 Years Ago
gui save
9 Years Ago
Tooltip has fixed position
9 Years Ago
Comment
9 Years Ago
Coouple of range tweaks
9 Years Ago
More
9 Years Ago
Cleanup
9 Years Ago
Player commands always override current behaviour
9 Years Ago
FOR FUCK SAKE tweak factory wall texture for better composition FOR FUCK SAKE rebuild factory/room prefab, fix gap between wall FOR FUCK SAKE pipe support collision
9 Years Ago
Exposed combat base range
9 Years Ago
Don't destroy loaded projectile on attack interrupt if it is our current weapon (shouldnt destroy anyway, need proper ammo handling for arrows etc)
9 Years Ago
Portrait texture destruction cleanup Fixed behaviour descriptions being generated too early Combat.OnAttackFire resets current weapon if throwing it
9 Years Ago
Fixed server NRE caused by trying to read clientBranch from out of date clients
9 Years Ago
Fixed UnitPortaitManager not discarding old textures, yay memory leaks.
9 Years Ago
protocol++
9 Years Ago
fixed earning xp from eating your own food
9 Years Ago
Lerp fix, assuming it works without testing
9 Years Ago
Show conditons on module nodes in the AI designer Reworking combat AI modules a bit, split into movement, fighting etc Human combat module now contains weapon management behaviours, rather than them living in the common module
9 Years Ago
NOT equals
9 Years Ago
Combat+Callbacks OnPickedUpItem checks if we're holding the item before setting as current weapon
9 Years Ago
Fixed non-player combat goal accidentally being chosen
9 Years Ago
Minor change to FollowTargetSettings for easier debugging of distance values AIDesigner won't draw BehaviourChain elements if parent Goal or GoalPlan data is nulled (happens during module switch)