reporust_rebootcancel

139,736 Commits over 4,505 Days - 1.29cph!

2 Years Ago
divesite small b wip
2 Years Ago
Fix wolves going very fast
2 Years Ago
Wallpaper now has health and protection (still need to tweak the values)
2 Years Ago
Modify AI debug code to not require the removal IClientComponent or IServerComponent
2 Years Ago
Convert fsm to component
2 Years Ago
Add a custom version of the require component attribute that works with our IClient and IServerComponents
2 Years Ago
Add initshared and destroyshared to entityComponent
2 Years Ago
player model preview handling mountpoint rotation
2 Years Ago
more mount position handles - position handles - fixed cache issue with removing mount positions
2 Years Ago
removed dead code
2 Years Ago
second pass on mount position scene gui - cached inactive GOs, disabled in hierarchy - animation sampled for pose only if the mount position changes - rendered with separate command buffer for more control - toggleable
2 Years Ago
ue_canyon_b meta
2 Years Ago
Only damage wallpaper when hitting the soft-side of the building block
2 Years Ago
fixed rotations on jutting cliffs prefabs
2 Years Ago
Menu UI changes
2 Years Ago
Initially flush fake data pushed into config for the tool display Ensures every entry has up to date config information
2 Years Ago
first pass of drawing players in vehicle mount positions in gizmos - naive approach with some dumb allocations at the moment, going to move it to an editor next to allow better cachine
2 Years Ago
temp prefab so we can work on the same scene
2 Years Ago
Simple monuments now registered with tools rather than just groups
2 Years Ago
More merge fixes
2 Years Ago
Refactoring, better deployment checks
2 Years Ago
Merge from Underwater_divesites for latest art changes
2 Years Ago
Merge from temperate_cliff_rework for latest art changes
2 Years Ago
Restoring all properties in RustStandardShaderGUI that were deleted in 102165 merge (cc vince / damian)
2 Years Ago
purge old weekly skins and add new ones
2 Years Ago
Rebuilt native libraries using older Linux version for backwards compatibility
2 Years Ago
Merge: From Main Tests: Ran CompanionServerTests couple times, all green
2 Years Ago
Borrowed some code from an old game of mine and quickly hacked it into working for Rust. This is all a huge hack, but Bandit King can now somewhat race to the finish line, using pure vehicle inputs (throttle and steering)
2 Years Ago
Added a new builtin radio station that just plays the fishing village song 24x7
2 Years Ago
Imported UnitySteer
2 Years Ago
Little bit of a start on making a framework for the King to have racing AI
2 Years Ago
New mesh arrow in the HUD points to next target race waypoint
2 Years Ago
Race event starts correctly
2 Years Ago
2 Years Ago
merge from main
2 Years Ago
More colour options
2 Years Ago
Added an outline to the icons and text labels on the health/hunger/thirst vitals so they are more legible in snow or very bright environments Didn't make a convar for this, it's not really noticeable in normal gameplay https://files.facepunch.com/jarryd/1b0911b1/Unity_HjUXjtuqai.jpg
2 Years Ago
Added ability to change the colour of mushrooms Coloured the snow particle accumulation layer as a temporary approach, would be best to adjust this at the texture level instead
2 Years Ago
Handle null and empty results in GetItemDefinitionsWithPrices
2 Years Ago
Added bulb string lights
2 Years Ago
New WaypointRace type
2 Years Ago
Added monument blacklist to world config as well as map tools
2 Years Ago
Set monument settings to the world setup defaults if they dont exist in the config
2 Years Ago
Minor fix
2 Years Ago
WaypointRace uses Vector3 instead of Transform
2 Years Ago
Wired up filters - monument filters defined in WorldConfig are now injected into internal map tools
2 Years Ago
Fixed conversation ending too early
2 Years Ago
The King gets in his car when the race starts. New NPCMounter entity.
2 Years Ago
Decor and monument components will now look at the world config to see if they are listed If listed they will set their values to the overriden values set in the config If disabled they will stop their spawn from happening
2 Years Ago
World Config is now setup as a list of overrides to monuments, rather than a list of defaults