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68,257 Commits over 2,801 Days - 1.02cph!

8 Years Ago
Handle sending to null group gracefully
8 Years Ago
Fixed infinite Kill Loop
8 Years Ago
More profile samples Fixed performance in SingletonComponent
8 Years Ago
Turn water reflections on/off
8 Years Ago
Added culling at 1000 meters to world layer
8 Years Ago
Fixed wood pile prefab
8 Years Ago
Created proper bush prefabs Put rocks and bushes on world layer
8 Years Ago
Update server title with current player count
8 Years Ago
Add Tick/Instance diagnostics Changed console back to non fixed width font Enabled profiler in Facepunch (this might fuck us in client) Items are now destroyed properly when removed World Items now destroy Item when dead Player inventory properly destroyed when player object destroyed ItemInformation is now InstanceCounted (there should be only 1 per item) Fixed jolty network movements in single player Fixed overlay being too overlayed
8 Years Ago
Signed launcher
8 Years Ago
More performance tools Tweaked water, fog
8 Years Ago
-v_eoka pistol all done
8 Years Ago
Pass the seed from server to client Print the seed on generate (debug) Fixed F2 graphics menu not working on the first click Updated protocol
8 Years Ago
This should fix not being able to reconnect to servers after being disconnected
8 Years Ago
I give up my beloved spaces You try to get your editors to save UNIX line endings It's a gentlemen's agreement
8 Years Ago
Added ProtoBuffers project
8 Years Ago
Disabled server saving for resources for now Fixed several issues in the resource prefabs
8 Years Ago
Fixed loading screen not showing for terrain generation Maybe fixed terrain seed being wrong on client
8 Years Ago
Terrain Gen now updates loading screen Terrain no longer initialized in Awake/Start (setup called from GameSetup/Bootstrap) Made resource objects networkables (they're not really finished yet but fuck it) Added Generated map as default
8 Years Ago
Rock animation fixes
8 Years Ago
Fixed FindPrefabNames on Windows
8 Years Ago
Fixed water specular highlight in test scene
8 Years Ago
Fixed water specular highlight in procedurally generated scene
8 Years Ago
Welcome to The Rock
8 Years Ago
Finalized rust viewmodel
8 Years Ago
Added water to the procedurally generated scene
8 Years Ago
Made the test level use a custom water prefab and material so that we could reimport the Unity Standard Assets without breaking everything
8 Years Ago
Server entities should be destoyed using Kill() (!) Player dies when outside ValidBounds Entities get removed when outside ValidBounds
8 Years Ago
Added server_bounds prefab Fixed server nullref error when client disconnect Added component comments component - allows us to leave comments on prefabs
8 Years Ago
Added launcher info to EAC launcher
8 Years Ago
Fixed light source culling mask warning
8 Years Ago
Fixed DS not saving
8 Years Ago
Fixed resource_ore_metal prefab name
8 Years Ago
Rebuilt launcher
8 Years Ago
Added InstanceCounter utility class Fixed console stuff not being echo'd
8 Years Ago
Updated EAC to latest
8 Years Ago
-tweaked some of the player animations
8 Years Ago
Changed message to not be derived from Stream. That was a stupid idea.
8 Years Ago
Switched Network from Packets to Messages (removed Packet) - A bit more generic - Uses Streams instead of Data[]
8 Years Ago
Added ConVarChanged event Setting bool convar accepts more logical input Updated DFGUI to latest Added settings overlay (F2)
8 Years Ago
Where did those come from? I don't think they should be in here
8 Years Ago
Correctly marked Eoka pistol normal maps as normal maps
8 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
8 Years Ago
eoka pistol animations ( attack / deploy )
8 Years Ago
Enabled overlay
8 Years Ago
Prepared the spawn handler for networking Was forced to merge
8 Years Ago
Cock sucker
8 Years Ago
Added support for LOD models Made the water more fucked Made the blood effect more obvious
8 Years Ago
Made the spawn handler load all its prefabs from the resources folder
8 Years Ago
Made the spawn handler use the new singleton base class