reporust_rebootcancel

110,875 Commits over 3,897 Days - 1.19cph!

zon
10 Years Ago
Moved some else comments.
zon
10 Years Ago
Cleaned up code a bit.
zon
10 Years Ago
Animals now avoid running up steep slopes.
zon
10 Years Ago
Cherry picked danger info changes.
10 Years Ago
Reverted merge from animal branch (please clean up the code as we discussed before merging to main zon)
zon
10 Years Ago
DangerInfo classes are now more generic.
10 Years Ago
Adding raw and cooked rabbit models, textures, and prefabs
zon
10 Years Ago
Merged animals branch.
zon
10 Years Ago
Optimized deep water checks.
zon
10 Years Ago
Removed unused animal controllers.
zon
10 Years Ago
Copied prefab resources from animal-survival.
10 Years Ago
Updated ignores
zon
10 Years Ago
Copied Behave-Rust from animal-survival.
zon
10 Years Ago
Copied item resources from animal-survival.
zon
10 Years Ago
Copied scripts from animal-survival.
zon
10 Years Ago
Merged changes from main.
10 Years Ago
Fixed building gibs Improved network update queue with different channels
10 Years Ago
added another running attack for the bear; added a random variable so the standing attacks will choose from 3 different attack animations
zon
10 Years Ago
Calories and hydration may now be configured with a lost per day value.
10 Years Ago
Cleaner way to turn maincamera off during loading
10 Years Ago
On listenserver we now create seperate client and server prefabs, instead of using one and trying to simulate networking like a dummy Fixed a bunch of issues with this branch that didn't show up because of the lack of network gap
10 Years Ago
Trunk merge
10 Years Ago
Cleaning up
10 Years Ago
baseanimal is now a basecombatentity basecombatentity tries to work with skinnedmeshcollision (and fails to)
10 Years Ago
Merge from refactor
10 Years Ago
Added protection system and multiple damagetypes per hitinfo
zon
10 Years Ago
Animals now avoid water using TerrainMeta.Math.
zon
10 Years Ago
Locomotion now handles destroyed move targets gracefully.
10 Years Ago
Fixed outdated RustNative
10 Years Ago
Terrain shaders now affected by specularity stored in atlas; specular is still disabled/black in terrain mats, however
zon
10 Years Ago
* Animals now trot and gallop instead of run. * Animal attack range is now calculated as the space between the two colliders. * Animals now deal extra damage to each other. * Wolves now gallop closer to their real life speed.
10 Years Ago
added a running attack for the bear.
zon
10 Years Ago
Reverted Content to main.
10 Years Ago
Forgot to include the LODs for the ribs yesterday. Duh!
10 Years Ago
Moved some materials to the correct folder
zon
10 Years Ago
Merged changes from main.
10 Years Ago
Updated terrain normal atlas to include specularity
10 Years Ago
Updated atlas gen to handle missing maps; added default values
10 Years Ago
Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
10 Years Ago
Organizing splats into separate folders
10 Years Ago
Since we have to keep normal+height for now: removed normal-only maps (unused); removed height maps (atlas will just get it from the n+h)
10 Years Ago
Added TerrainCollision to procedural terrain again
10 Years Ago
Fixed weapon still active after dying on listenserver
10 Years Ago
Extended TerrainAtlasGenerator to smoothness and specularity; refactored code to reduce redundancy Updated shaders to show Specularity instead of Specular properties Removed TestLevel_PVT
10 Years Ago
Restored normal+height and _generated maps; still used by TestLevel and Menuscene1
10 Years Ago
Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
10 Years Ago
Updated test level
10 Years Ago
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
zon
10 Years Ago
Merged changes from main.
10 Years Ago
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)