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132,998 Commits over 4,293 Days - 1.29cph!

12 Months Ago
med ak - rigged worlmodel, brought mag into file - initial 3p entity setup
12 Months Ago
Generic pie entity and VM prefabs. Pie specific items (chicken as initial test)
12 Months Ago
exported tiger run to 180 anims so the pelvis follows the root motion joint consistently
12 Months Ago
Added Two New Catapult Stone Ammo Models Added A Cluster Model to use in the Catapult Basket Removed Old Catapult Stone Ammo Textures and Replaced them with a new combined textures Updated prexisiting prefabs to use new textures.
12 Months Ago
Hook up new food view model script to placeholder food vm. Link to food entity.
12 Months Ago
Some very initial food VM code /setup
12 Months Ago
Incorrect effects path fix
12 Months Ago
Use 'UseCustomEffect' instead of is valid check
12 Months Ago
Merge from /main
12 Months Ago
Added ability to inject custom impact effects - Supports client predicted effects and server effects - Supports various types of position offsets - Supports various types of normal orientation - Supports overriding returned effect path
12 Months Ago
Loop fix
12 Months Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
12 Months Ago
Merge from /main
12 Months Ago
Guide mesh change
12 Months Ago
Added Consume server RPC to food entities. Inital OnInput for food held entity, trigger eat when you press reload for now. Don't belt-eat food items that have an item mod and valid entity prefab. Added BlockBeltSelect virtual check to ItemMod. Codegen.
12 Months Ago
12 Months Ago
Hammerhead impact
12 Months Ago
Test switching food items. Added second test food item.
12 Months Ago
Final refactorings: FastDebugDraw is now InstancedDebugDraw Added ConVar to switch between old and new system. Added UnityGLInterceptor as a base to UnityGLEmulator to intercept Unity.GL calls but avoid breaking classic DDraw. Opted for nested types instead of overly long namespace names. Exhibit proper resource management in InstancedDebugDraw as well as InstancedDebugMeshGenerator.
12 Months Ago
Very initial test food vm/held ent setup
12 Months Ago
- added new flying bee model, texture and material. - updated walking bee material and textures - added walking bee VM
12 Months Ago
View model block out animations for the pie
12 Months Ago
Fixed junkyard car shredder not displaying any LODS
12 Months Ago
horse ragdoll passes collision events back to be handled properly as fall damage
12 Months Ago
sar 3p straight ahead (zero spine rotation) anims
12 Months Ago
make sure we aren't setting the horse angular velocity when its rigibody is kinematic
12 Months Ago
Normal variation now scales the legs animator hip blend speed (both on client and server), this helps reducing the brutal hip rotations when riding on uneven terrain ClientUpdate now packs throttle, steering and avoidance inputs into one byte
12 Months Ago
rustplayer avatar update (added spine 4 as upper chest)
12 Months Ago
put original tiger run hit anim back in and edited unity settings for tiger fire and run atk anims
12 Months Ago
Refactor FastDebugDraw to use the new base classes, fix a bug with lingering instances and add a public API that matches with DDraw.
12 Months Ago
Pull out base classes for instancing: InstanceMemoryBase, CommandMemoryBase and BufferMemoryBase
12 Months Ago
Fix primitive tag on loading screen missing blue background
12 Months Ago
Minor text update, overlapping text still not there in editor, hoping phrases update will fix it
12 Months Ago
Fixed some inputs being remembered when the player is downed while holding a shield
12 Months Ago
Avoidance steering input are now sent to clients (so the horse moves its head when avoiding something) Small optimisations in the horse update rpc
12 Months Ago
exported tiger prowl/run fire and run to attack anims. updated tiger run hit anim
12 Months Ago
network++ save++ Staging wipe
12 Months Ago
merge from primitive
12 Months Ago
Blockout position update
12 Months Ago
merge from main
12 Months Ago
Fixed an issue with overlapping environment volumes causing overlapped areas to become darker. Now the darkest volume takes priority.
12 Months Ago
Weapon racks can now handle items being externally removed (eg due to era enforcement)
12 Months Ago
Fixed horse sliding mode oscillating too much\ Added a delay on the sliding sound before it can be played again
12 Months Ago
Removed tree layer from catapult spikes trigger Tweaked world colliders
12 Months Ago
Fixed missing DungeonConditionalModel in ferry terminal
12 Months Ago
merge from primitive/gameplay - contains network protocol
12 Months Ago
primative techtree t0 and t2 progress
12 Months Ago
Better horse auto avoidance Reduced horse velocity when hitting a vehicle
12 Months Ago
Merge from primitive
12 Months Ago
Beehive Blockout Update