196,847 Commits over 4,110 Days - 2.00cph!

9 Years Ago
airfield work backup
9 Years Ago
made dodge dodge less far
9 Years Ago
█▅▊▍ ▍▍▍▇▅▌ ▄▄▌ ▊▇▄▉▆▄▇▋█ ▅▊▅▅▇▌▋ ▋█▇▆▉ (▅▄▉▉-▍▊▋)
9 Years Ago
Actual fix for temporal-aa black cancer + tiny alu opt
9 Years Ago
ProjectVersion / ProjectSettings b25 auto updates
9 Years Ago
Workaround for building blocked everywhere (RUST-683, maybe RUST-1138)
9 Years Ago
AI tweaks so that reacting to unseen attackers actually gets picked
9 Years Ago
Fix attempt for black cancer taking over the screen when using temporal aa
9 Years Ago
Fixed shader find FXAA shader; already assigned via inspector Added default shader assignment
9 Years Ago
merge from main
9 Years Ago
airfield hangar COLs and prefabs
9 Years Ago
no double xp from breaking lootable objects
9 Years Ago
Chat hooks up
9 Years Ago
UnitPortaitManager has seperate settings + prefabs for main portrait and tracker balls
9 Years Ago
gui save
9 Years Ago
Tooltip has fixed position
9 Years Ago
Comment
9 Years Ago
Coouple of range tweaks
9 Years Ago
More
9 Years Ago
Cleanup
9 Years Ago
Player commands always override current behaviour
9 Years Ago
FOR FUCK SAKE tweak factory wall texture for better composition FOR FUCK SAKE rebuild factory/room prefab, fix gap between wall FOR FUCK SAKE pipe support collision
9 Years Ago
Exposed combat base range
9 Years Ago
Don't destroy loaded projectile on attack interrupt if it is our current weapon (shouldnt destroy anyway, need proper ammo handling for arrows etc)
9 Years Ago
Portrait texture destruction cleanup Fixed behaviour descriptions being generated too early Combat.OnAttackFire resets current weapon if throwing it
9 Years Ago
Fixed server NRE caused by trying to read clientBranch from out of date clients
9 Years Ago
Fixed UnitPortaitManager not discarding old textures, yay memory leaks.
9 Years Ago
protocol++
9 Years Ago
fixed earning xp from eating your own food
9 Years Ago
Lerp fix, assuming it works without testing
9 Years Ago
Show conditons on module nodes in the AI designer Reworking combat AI modules a bit, split into movement, fighting etc Human combat module now contains weapon management behaviours, rather than them living in the common module
9 Years Ago
NOT equals
9 Years Ago
Combat+Callbacks OnPickedUpItem checks if we're holding the item before setting as current weapon
9 Years Ago
Fixed non-player combat goal accidentally being chosen
9 Years Ago
Minor change to FollowTargetSettings for easier debugging of distance values AIDesigner won't draw BehaviourChain elements if parent Goal or GoalPlan data is nulled (happens during module switch)
9 Years Ago
Slight tweak for even more sharpness
9 Years Ago
Reset to basic attack in Combat.SetCurrentWeapon when appropriate
9 Years Ago
Fixed motion vectors disabled when moblur was disabled; now checking for temporal-aa as well Experimental tssaa motion based feedback factor scaling (sharper in motion) Switched tssaa sampling to halton_2_3 (8TX)
9 Years Ago
Save, debug for BB reads
9 Years Ago
null parent goal should cause an error now when populating blackboard read list
9 Years Ago
Save
9 Years Ago
reverted to revision before I accidently deleted ragdoll from animal death, no idea how...
9 Years Ago
More of the same
9 Years Ago
AIDesignerLayout.BC_BlackboardRead tweaks/readability
9 Years Ago
Rocket LOS check improvement (RUST-1139)
9 Years Ago
Combat+Callbacks item related stuff cleaned up, SetCurrentWeapon introduced A little CombatAbilitySelectorSettings cleanup Blackboard reads
9 Years Ago
changed walk idle blend time to make it look snappier
9 Years Ago
Check protocol version after the branch since the Steam beta kick message is easier to understand
bot
9 Years Ago
Automated Windows Build
bot
9 Years Ago
Automated Linux Build