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106,315 Commits over 3,806 Days - 1.16cph!

7 Years Ago
Test
7 Years Ago
Deployables only decay when they're outside (no roof / overhang above them) Decay timer no longer resets when objects are interacted with (e.g. opening storage containers, still resets when repaired)
7 Years Ago
Rocket factory / added moss inside the rocket factory building
7 Years Ago
Fixed bow sometimes spamming RPCs to server
7 Years Ago
Fixed up some server vs client stuff in ai.
7 Years Ago
Rocket factory dressing / added overgrowth inside rocket factory / moss
7 Years Ago
AI Planner: Idling being less stupid, more vivid memory of recent targets and better equipped to deal with unseen attackers.
7 Years Ago
Increased density of position samples (but not calculating path to all of them).
7 Years Ago
Ai planning experiments continues. Added Idling and some tweaks.
7 Years Ago
More AI Planning experiments. They now seek cover when they run low on ammo and reload, they will know when they're partially in cover, advance their cover toward your position or retreat in cover when hurt.
7 Years Ago
3rd person player anim tweaks
7 Years Ago
3rd person player anim tweaks
7 Years Ago
wip
7 Years Ago
more coast
7 Years Ago
south coast wip
7 Years Ago
wip
7 Years Ago
fix for 3rd person weapon animations not playing
7 Years Ago
Rocket factory grounds / dressing progress / silo COL, LOD's, prefabs / grounds loot spawners
7 Years Ago
Updated native plugins for Linux (built with older version for backwards compatibility)
7 Years Ago
wip
7 Years Ago
pre-microcliffage
7 Years Ago
▌▇▄██▋▌ ▋▊▆▉
7 Years Ago
world setup stuff
7 Years Ago
More details in combat log when rejecting attacks for various reasons Network++
7 Years Ago
Overwrote baseball cap with player hair prefab and overwrote bandana and balaclava with player facial hair prefabs. Tested on craggy island map.
7 Years Ago
Lowered maxtickspersecond default value to 300 (from 1000) Increased maxpacketspersecond default value to 1500 (from 1000)
7 Years Ago
Some more work on STRIPS planner based npcs. They can now use cover more intelligently, will try to dodge when you aim at them, be more stressed about leaving their home base and do less hunting/chasing (feels more tactical when they prefer cover). Lacks idling atm.
7 Years Ago
Merge from main
7 Years Ago
terrain stuff
7 Years Ago
Tier 3 workbench: fbx/prefab/lods/gibs/textures/etc
7 Years Ago
Fixed Rust.Data error when building plugins somewhere other than Windows
7 Years Ago
Recreate empty client network group provider when leaving / reconnecting server
7 Years Ago
Lots of little mix tweaks and sound polish
7 Years Ago
canyon wip
7 Years Ago
More song tweaks NPCs trigger music intensity changes less aggressively Max music volume is much more reasonable Separate in game and in menu music volume sliders Cleanup some old unused files
7 Years Ago
New south road Various other things
7 Years Ago
More work on tracker
7 Years Ago
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave) Eliminated GC from client side entity group switching
7 Years Ago
Merged in terrain texturing edit-mode verbosity mitigation
7 Years Ago
Fixed bright code-lock open/closed lights when non-lit; switched transparent materials to opaque (needed shadow)
7 Years Ago
Added conditional packed map keywords Added texture packing processor and tracker (wip) Added packed version of standard layers; base layer first Renamed packed standard shader Increased time tolerance for terrain texturing runtime support map generation verbosity
7 Years Ago
Scene stuff Softer, more natural lighting test
7 Years Ago
More music progress
7 Years Ago
wip
7 Years Ago
backup
7 Years Ago
merge from main
7 Years Ago
Updated native plugin (Linux)
7 Years Ago
Fixed multi-material editing for packed materials
7 Years Ago
Skin texture load memory management fix
7 Years Ago
wip