reporust_rebootcancel

110,876 Commits over 3,897 Days - 1.19cph!

11 Years Ago
Switched Network from Packets to Messages (removed Packet) - A bit more generic - Uses Streams instead of Data[]
11 Years Ago
Added ConVarChanged event Setting bool convar accepts more logical input Updated DFGUI to latest Added settings overlay (F2)
11 Years Ago
Where did those come from? I don't think they should be in here
11 Years Ago
Correctly marked Eoka pistol normal maps as normal maps
11 Years Ago
Added script to clear the color buffer in the first frame, after that only clear the depth buffer (see ClearFirstFrame.cs for the purpose of this) Changed camera prefab far clip plane to 4000 Reverted the procedural scene camera far clip plane to the camera prefab default
11 Years Ago
eoka pistol animations ( attack / deploy )
11 Years Ago
Enabled overlay
11 Years Ago
Prepared the spawn handler for networking Was forced to merge
11 Years Ago
Cock sucker
11 Years Ago
Added support for LOD models Made the water more fucked Made the blood effect more obvious
11 Years Ago
Made the spawn handler load all its prefabs from the resources folder
11 Years Ago
Made the spawn handler use the new singleton base class
11 Years Ago
Improved singleton base class
11 Years Ago
Didn't commit
11 Years Ago
Don't re-load the HUD when running the HUD level through GameSetup Added player preview to the inventory menu Added CameraEx (modifys the ambient light rendering for camera) Added SingletonComponent MonoBehaviour base
11 Years Ago
Use spawn handler spawn points in levels that allow it
11 Years Ago
Added item module, wearable Added red jacket Added clothes textures Wearables now get networked to other players Can add stuff to wearables section of HUD Should rebuild model on clothes swap Added debug third person mode (F3)
11 Years Ago
Switching to different protobuf library (test) Network messaging evolving to reduce gc, increase flexibility
11 Years Ago
Fixed normal mapping Optimized fade value calculation Added blend offset parameter
11 Years Ago
Added terrain tangent equation
11 Years Ago
Fixed normal calculation
11 Years Ago
Time of Day update to 2.0.7
11 Years Ago
TerrainUV frac call is no longer needed, so let's save those instructions
11 Years Ago
Minor OCPD fix
11 Years Ago
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin Major texture mapping quality improvements
11 Years Ago
-last of the prone animations;
11 Years Ago
Moved all benchmarking to TerrainGenerator Added BENCHMARK ifdefs to TerrainGenerator Multiple tweaks and fixes for TerrainBlend Added TerrainBlend setup to TerrainGenerator to reuse the splatmap and heightmap arrays Added SpawnHandler setup to TerrainGenerator to reuse the splatmap array
11 Years Ago
Mesh blend shader tweaks and fixes
11 Years Ago
Fixed splat UV calculations
11 Years Ago
Added spawnpoints (temporary) Made Sleeping player movement better Added crafting logic Added crafting UI Added player respawning after death Fixed player feet offset stupidness Fixed network group not reconfiguring when spawning into sleeper Fixed position smoothing being fucked in low fps Undone fall logic
11 Years Ago
Mesh blend shader cleanup
11 Years Ago
updated viewmodel scene with rock anim
11 Years Ago
added materials
11 Years Ago
added rock viewmodel, clips, & anim controller
11 Years Ago
Crafting basics
11 Years Ago
prone_left animations
11 Years Ago
More debug !
11 Years Ago
Oops, left in some debug, fixed
11 Years Ago
Copy EAC files over on build
11 Years Ago
EAC dlls and launcher
11 Years Ago
Compile the clients to RustClient
11 Years Ago
Fixed client error
11 Years Ago
Player state Sleep animation rules
11 Years Ago
Player animation optimizations - only animate when visible - only set position when changing position
11 Years Ago
Fixed error in Trigger hurt, when objects get removed while triggering
11 Years Ago
Made everything use the new terrain math class Parallelized the normal map generation of terrain blend Fixed that the terrain blend initialization would run twice Reordered the terrain data instance setup of the procedural terrain generation since it's slightly faster that way
11 Years Ago
Fixed loading saves in singleplayer
11 Years Ago
Class for all the thread safe terrain math I had to implement Hopefully all of this will be part of the Unity terrain system one day
11 Years Ago
Added simple Saving/Loading If a player object exists, player will spawn into it Player doesn't get removed when player leaves server Player gets destroyed when killed and no connection Moved localplayer under clientside ServerMgr now calls Init itself, instead of using Start (which can be delayed by a frame) Added server.saveinterval Added server.identity
11 Years Ago
Server save prefab