branchrust_reboot/maincancel

29,169 Commits over 3,683 Days - 0.33cph!

10 Years Ago
Prepared the spawn handler for networking Was forced to merge
10 Years Ago
Cock sucker
10 Years Ago
Added support for LOD models Made the water more fucked Made the blood effect more obvious
10 Years Ago
Made the spawn handler load all its prefabs from the resources folder
10 Years Ago
Made the spawn handler use the new singleton base class
10 Years Ago
Improved singleton base class
10 Years Ago
Didn't commit
10 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
10 Years Ago
Use spawn handler spawn points in levels that allow it
10 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)
10 Years Ago
Switching to different protobuf library (test) Network messaging evolving to reduce gc, increase flexibility
10 Years Ago
Fixed normal mapping Optimized fade value calculation Added blend offset parameter
10 Years Ago
Added terrain tangent equation
10 Years Ago
Fixed normal calculation
10 Years Ago
Time of Day update to 2.0.7
10 Years Ago
TerrainUV frac call is no longer needed, so let's save those instructions
10 Years Ago
Minor OCPD fix
10 Years Ago
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin Major texture mapping quality improvements
10 Years Ago
-last of the prone animations;
10 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
10 Years Ago
Mesh blend shader tweaks and fixes
10 Years Ago
Fixed splat UV calculations
10 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
10 Years Ago
Mesh blend shader cleanup
10 Years Ago
updated viewmodel scene with rock anim
10 Years Ago
added materials
10 Years Ago
added rock viewmodel, clips, & anim controller
10 Years Ago
Crafting basics
10 Years Ago
prone_left animations
10 Years Ago
More debug !
10 Years Ago
Oops, left in some debug, fixed
10 Years Ago
Copy EAC files over on build
10 Years Ago
EAC dlls and launcher
10 Years Ago
Compile the clients to RustClient
10 Years Ago
Fixed client error
10 Years Ago
Player state Sleep animation rules
10 Years Ago
Player animation optimizations - only animate when visible - only set position when changing position
10 Years Ago
Fixed error in Trigger hurt, when objects get removed while triggering
10 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
10 Years Ago
Fixed loading saves in singleplayer
10 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
10 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
10 Years Ago
Server save prefab
10 Years Ago
Server saving
10 Years Ago
Split Destroy into Client/Server functions for clarity Added save list
10 Years Ago
Refactoring to decouple BaseEntity from Networking a bit more obviously
10 Years Ago
Log server exceptions properly
10 Years Ago
Damage Indicator (wip)
10 Years Ago
Health UI More specific layers More CollisionSettings.* Fixed Axe viewmodel not showing up
10 Years Ago
Player ground mask