135,263 Commits over 4,293 Days - 1.31cph!

1 Year Ago
Correct tiger push direction
1 Year Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
1 Year Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
1 Year Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
1 Year Ago
Battering ram back door effects Added a new layer for visual wheels, we were using the server layer Vehicle World instead of Vehicle Detailed A visual wheel can't hit its owner colliders
1 Year Ago
- Ballista Mount blockout
1 Year Ago
Catapult ammo stacks to 4 Catapult explosive ammo damage reduction - back to 4 hits to break stone walls Catapult explosive ammo cost reduction Subject to change pending further testing
1 Year Ago
exported updated tiger tree test anims
1 Year Ago
Rust.cs formatting
1 Year Ago
▍ ▄▉▇▄▅▄▇ ▇▆▄▉▅ ▍▋▇ ▍▍ █▍▉█▌▄▊▅█ ▅▉▉▋▄ ▋▇▍▆ ▋▊▆▉▇▍ ▌▊▉▇▍▌▆ ▋█▆
1 Year Ago
Merge from primitive_gm
1 Year Ago
ScriptableWorldConfig are now inside a Resources folder and loaded with Resources.LoadAll The problem in the original implementation is that it would have needed explicit bundle assignment, as nothing was referencing those assets in order to pull them into a bundle, this feels more robust and mirrors what we do in other places (like GameModeManifest)
1 Year Ago
Hopefully fix shields in a build
1 Year Ago
Added TweakGraphicsPresetsUI as a derived class of TweakUIPresetSelect to allow for more specific code. Reapplied config.
1 Year Ago
- LODs adjustments and bolt fix
1 Year Ago
Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
1 Year Ago
manifest - restore prefabs/autospawn/monument/medium/compound.prefab
1 Year Ago
removed temporary prefab now that we have final prefabs
1 Year Ago
adobe gate/wall item definitions
1 Year Ago
final prefabs for Adobe gate and wall
1 Year Ago
Added a screenshake and camera recoil to the local player when hit while blocking
1 Year Ago
Battering ram metal impact
1 Year Ago
Battering ram engine exhaust effet
1 Year Ago
Damage states WIP
1 Year Ago
Horse: make sure to damage all mounted players when doing the collision damage Setup prefab information
1 Year Ago
Flip the shield raise progress bar so it starts full and lowers rather than vice versa
1 Year Ago
Shield can now only be raised for a maximum of 4 seconds However long the shield is raised the player then has to wait that long until they can raise the shield again Shield can be raised for a minimum of 1s (ie. if a player taps RMB, the shield will do a 1s hold and then have a 1s delay before it can be used again) Communicated via the on screen progress bar (aka compound bow)
1 Year Ago
Fixed player floating above ground when rotating the ballista Player follows the ground level Better clipping checks
1 Year Ago
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
1 Year Ago
Collider fixes
1 Year Ago
Exhaust stuff
1 Year Ago
Add extra colliders to the top, side and bottom of all shields for extra cover Tripled the health of all shields
1 Year Ago
Ensure errors are thrown inside DoPrepare() instead of being skipped over - only applies when `-throw_manifest_error` is set
1 Year Ago
Door FX fixes.
1 Year Ago
Terrain trail FX.
1 Year Ago
FoliageGrid profling. RustCamera foliage grid profiling.
1 Year Ago
Test: Disable LODGrid refreshing when applying a preset change, enable it afterwards and then manually call it once. Saves it being called 3 times when the tree, particle and mesh quality convars each get changed at the same time.
1 Year Ago
Add profiling for LODGrid.Refresh
1 Year Ago
Added the exhaust prefab
1 Year Ago
Added hatch FX.
1 Year Ago
Merge from main
1 Year Ago
Compile fix
1 Year Ago
- Further polish on layer changes - Fixed bug causing animation curve to not run fully through - Ensured timer duration works ass expected - Added big ass note to the top of the file - Worked on further hiding some bow manipulations
1 Year Ago
Set initial stock of icepick, salvage axe & large backpack to the same value as their refill amounts
1 Year Ago
Add support for initial stock of a vending machine to be <10
1 Year Ago
aux04 Steam upload files
1 Year Ago
Merge from main
1 Year Ago
Expand "Map %s is missing" disconnect in the other place too It wasn't displaying the info about cl_downloadfilter. Display HTTP error when FastDL fails and its not a 404 Fixed the game not downloading maps if bz2 version exists locally Unify how ITex/IMat:GetColor pushes color to Lua Merged Pull Requests * Do not display effect rings with Gravity Gun equipped * Update jQuery and reduce reliance on it in main menu, as well as lazy load images * Added math.IsNearlyZero and math.IsNearlyEqual
1 Year Ago
Initial pass for primitive travelling vendor trades since 6/10 items were removed due to item restrictions (plan to do another pass later once seige equipment has final crafting costs) - wood - stone - metal frags - hqm - sewing kits - gears - large backpack (max 2) - salvaged axe (max 5) - salvage pickaxe (max 5)
1 Year Ago
Update: ServerDemoPlayer - add debug option to log packets Trying to figure out why some construction events are not being palyed back properly Tests: played back a demo where I'm building multiple chained staircases