196,492 Commits over 4,110 Days - 1.99cph!

9 Years Ago
Network bug fixes and issues.
9 Years Ago
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9 Years Ago
Added prop blocking.
9 Years Ago
Stat minipulation fixes, scaled properly with tickrate. Real world values in editor Fxied Death effect not found by UnitManager
9 Years Ago
Fixed alt+enter crash
9 Years Ago
Target moving out of appropriate distance for attacking should now trigger combat interruption.
9 Years Ago
Fixed target death event not being unsubscribed properly.
9 Years Ago
Continued work on combat cancelling
9 Years Ago
Set flag before invoke
9 Years Ago
Bow is no longer wearable
9 Years Ago
Fixed DataEditor not creating assets with correct paths Prepping for attachment point blocking
9 Years Ago
Reserve subscriptions for smart object interactions, that decision making and actions can go hand in hand a little better.
9 Years Ago
Combat component should now correctly listen for target death and fire animation cancel event accordingly.
9 Years Ago
Fixed SavasIsland tier 1 loot crate
9 Years Ago
Stat.ChangeCurrentValue cast fix
9 Years Ago
Editor tweaks
9 Years Ago
Stat change % support. Stats and Effects tick at the same rate as all other systems, instead we scale values based on tick rate. All Stat minipulation values are now PER GAME MINUTE.
9 Years Ago
Fixed water going nuts after alt+enter Fixed water foam disappearing/reappearing after alt+enter Increased water smoothness a bit
9 Years Ago
shortened atmos 8
9 Years Ago
Increased physics buffer size
9 Years Ago
Warn when physics buffers get too small
9 Years Ago
atmos 20 shortened
9 Years Ago
Merge from main
9 Years Ago
more atmos stuff
9 Years Ago
atmos 22 chop chop
9 Years Ago
Bears no longer turn into logs when they die.
9 Years Ago
Added hacky as fuck filtering for AssetEnumAttribute/Drawer
9 Years Ago
added animation to scene
9 Years Ago
added truck animation to scene
9 Years Ago
Fixed revz loading in DX9 broken (RUST-907) Cleaned up reverse depth code a bit
9 Years Ago
normals updated
9 Years Ago
accidently left bool flag on
9 Years Ago
Added Fleeing flag and tweak fleeing related behaviour a bit.
9 Years Ago
added windows
9 Years Ago
Projectile entity distance verification takes entity speed into account instead of always assuming the worst-case (i.e. helicopter)
9 Years Ago
check in of latest art
9 Years Ago
isCarryingLTorch and isCarryingRTorch bools setup with left and right hand animation mask layers improved boar/warthog run/walk animstions a bit
9 Years Ago
Fixed projector multiply decal shader compilation errors Nuked image outline shader; wasn't compiling / up-to-date
bot
9 Years Ago
Automated Linux DS Build #342
9 Years Ago
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bot
9 Years Ago
Automated Windows Build #342
bot
9 Years Ago
Automated Linux Build #342
9 Years Ago
Merge from /mcore
9 Years Ago
updated testmap
9 Years Ago
Attempted to accurately port the fleeing calculation from the spreadsheet.
9 Years Ago
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9 Years Ago
Disable queued decals & post-processing CMaterialSystem::AllowThreading changes from upstream
9 Years Ago
Include desync / lag in projectile verification
9 Years Ago
Car spawns
9 Years Ago
refraction tweaks