reporust_rebootcancel

159,439 Commits over 4,597 Days - 1.45cph!

2 Years Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
2 Years Ago
Example rock
2 Years Ago
Template rock
2 Years Ago
Initial work to render a line
2 Years Ago
Dispose of line renderer on destroy
2 Years Ago
- Vine object - Prefab setup
2 Years Ago
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine - Rotation speed changes - Mountable now shared between swings
2 Years Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
2 Years Ago
Change mountable so the player doesnt insta die on dismount
2 Years Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
2 Years Ago
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2 Years Ago
- further cloud density+lighting model experimenting - add noise generator for the 2D cloud map (controlling coverage and cloud type), values can be tweaked and texture regenerated at runtime - clean up
2 Years Ago
Fixed siege tower server collider
2 Years Ago
Ballista gamefeel, placeholder anims
2 Years Ago
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2 Years Ago
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
2 Years Ago
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2 Years Ago
Added ballista spear ammo item + placeholder effect and projectile prefabs
2 Years Ago
siege tower update
2 Years Ago
Ballista loading and firing logic Added projectile firing overload methods to BaseMountable
2 Years Ago
Fix wolves not comming to help their allies under some cirumstances
2 Years Ago
Add: Perf Test dud to boot ProcGen map Builds for player and starts switching the world, but I try to set it up incorrectly and still need to build/copy asset bundles. Tests: Confirmed that the player asserts when running the new test
2 Years Ago
exported metal shield world model anims
2 Years Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
2 Years Ago
updated textures
2 Years Ago
Clean: removing unnecessary checks and files Tests: none, trivial changes
2 Years Ago
playerupdate. player animtion controller updated with correct anim clips
2 Years Ago
Update: when enabling PerfFwk ensure we have 64bit arch selected Somehow I had 32bit arch targetted locally, and it looks like this is a local-only setting, so it's possible others will also run into this - this should avoid issues (like previous problem with Rust.Harmony). Tests: while on WIndows32 target enabled the framework - confirmed it switched to 64bit arch
2 Years Ago
Battering ram attack logic, press fire to attack while in the driver seat to attack and damage entities in front of you Only damages building blocks atm Placeholder animations and effects
2 Years Ago
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2 Years Ago
Fix wolves absolutely wrecking cars with their attacks
2 Years Ago
setting up metal shield viewmodel anims
2 Years Ago
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2 Years Ago
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2 Years Ago
reinforced wood shield world model
2 Years Ago
merge from main
2 Years Ago
Update: don't trample on existing defines when changing mode switches Saves a bit of time when working with Performance Framework Tests: confirmed RUST_PERF_FWK stays when switching to none, client, client+server
2 Years Ago
modular car style suspensions for battering ram and skateboard
2 Years Ago
merge from main
2 Years Ago
Compile fixes
2 Years Ago
BatteringRam now inherits from GroundVehicle
2 Years Ago
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2 Years Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
2 Years Ago
Buildfix: Harmony loader is conditionally built via asmdef settings - Originally there was a mix of code macro checks and asmdef constraints - now it's just asmdef constraints and no code defines - Enabled it for all platforms except editor, instead of just 3 explicit ones(Unity's TestFramework currently builds Win32 players instead of Win64). Tests: with PerfFwk enabled and editor in different(Client, Server, both) modes, ran Pool perf tests in Player/standalone mode. Everything built and succeeded.
2 Years Ago
Update: Exclude unnecesary scenes when PerfFwk is enabled - We have disabled scenes in the list that UnityTestFramework ignores and tries to build, leading to issues - It also saves iteration time, since we only build scenes we'll use for perf testing Tests: same as before
2 Years Ago
main -> vines
2 Years Ago
Update: Moving perf tests to PerfFwk plugin - Added additional references to PerfFwk Original idea of mixing perf test code into main assembly didn't work out, so for now going the path of contianing them in an isolated assembly Tests: tested with other changes to run pooling tests in CLIENT+SERVER standalone mode
2 Years Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
2 Years Ago
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2 Years Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves