reporust_rebootcancel

69,170 Commits over 2,832 Days - 1.02cph!

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
8 Years Ago
Improved singleton base class
8 Years Ago
Didn't commit
8 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
8 Years Ago
Use spawn handler spawn points in levels that allow it
8 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)
8 Years Ago
Switching to different protobuf library (test) Network messaging evolving to reduce gc, increase flexibility
8 Years Ago
Fixed normal mapping Optimized fade value calculation Added blend offset parameter
8 Years Ago
Added terrain tangent equation
8 Years Ago
Fixed normal calculation
8 Years Ago
Time of Day update to 2.0.7
8 Years Ago
TerrainUV frac call is no longer needed, so let's save those instructions
8 Years Ago
Minor OCPD fix
8 Years Ago
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin Major texture mapping quality improvements
8 Years Ago
-last of the prone animations;
8 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
8 Years Ago
Mesh blend shader tweaks and fixes
8 Years Ago
Fixed splat UV calculations
8 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
8 Years Ago
Mesh blend shader cleanup
8 Years Ago
updated viewmodel scene with rock anim
8 Years Ago
added materials
8 Years Ago
added rock viewmodel, clips, & anim controller
8 Years Ago
Crafting basics
8 Years Ago
prone_left animations
8 Years Ago
More debug !
8 Years Ago
Oops, left in some debug, fixed
8 Years Ago
Copy EAC files over on build
8 Years Ago
EAC dlls and launcher
8 Years Ago
Compile the clients to RustClient
8 Years Ago
Fixed client error
8 Years Ago
Player state Sleep animation rules
8 Years Ago
Player animation optimizations - only animate when visible - only set position when changing position
8 Years Ago
Fixed error in Trigger hurt, when objects get removed while triggering
8 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
8 Years Ago
Fixed loading saves in singleplayer
8 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
8 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