userBill Bcancel

6,578 Commits over 1,553 Days - 0.18cph!

6 Months Ago
Merge camera culling change from Vehicles -> Main
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6 Months Ago
Cull the Vehicle World layer on the main cam
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6 Months Ago
Force adjustment
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6 Months Ago
Steering and damage adjustments
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6 Months Ago
Final collision adjustment
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6 Months Ago
Use prevent building box collider on the static car lift, matching the deployed version
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6 Months Ago
Transfer chassis damage evenly between modules
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6 Months Ago
Collision damage adjustment again
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6 Months Ago
Collision damage changes. Catch large damage events more reliably
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6 Months Ago
Adjusting collision damage after testing
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6 Months Ago
Use a zero-time invoke on collision damage to avoid potential errors due to the restriction on DestroyImmediate calls via OnCollisionEnter
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6 Months Ago
Increase average collision damage further
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6 Months Ago
Fix car collisions only doing 10% of the damage they should be, due to protection properties. Ignore protection.
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6 Months Ago
Add Vehicle World layer to the Main Camera culling mask.
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6 Months Ago
Merge from Main -> Vehicles
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6 Months Ago
Add EnvironmentVolumeProperties to WhatUsesLayer
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6 Months Ago
Set LaserDetector to use Vehicle World instead of Vehicle Detailed as well
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6 Months Ago
Have pressure and landmine pad look at Vehicle World layer instead of Vehicle Detailed
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6 Months Ago
Merge from Main -> Vehicles
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6 Months Ago
Merge physics branch -> Vehicles. Splits Vehicle Movement layer into two layers: Vehicle World, which handles world collisions, and Vehicle Detailed, which handles bullet hits and player movement. Vehicle Movement became Vehicle Detailed, and the unused (TBC) Reflections layer became Vehicle World.
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6 Months Ago
Fix PatrolHelicopter realmed remove
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6 Months Ago
WhatUsesLayer can now find scripts that use a certain layer as well. Removed the capability to replace a layer.
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6 Months Ago
Interest layers and masks changed from Vehicle Detailed to Vehicle World in the following prefabs: -TriggerVehiclePush: --powerplant_1: 2x VehiclePhysBox --water_treatment_plant_1: 2x VehiclePhysBox --sliding_blast_door: VehiclePhysBox --CargoShipTest: BowTrigger --door.double.hinged.metal: 2x VehiclePushVolume --door.double.hinged.toptier: 2x VehiclePushVolume --door.double.hinged.wood: 2x VehiclePushVolume --gates.external.high.stone: VehiclePhysPush, VehiclePhysPush (1), VehiclePush --gates.external.high.wood: VehiclePhysPush, VehiclePhysPush (1) --wall.frame.garagedoor: VehiclePhysBox -TriggerVehicleDrag: --junkyard_1: Damage objects on all the barbed wire --barbedwire_set_bend45: damage --barbedwire_set_bend90: 3x damage --barbedwire_set_SShape: damage --barbedwire_set_straight300: damage --barbedwire_set_up90: 2x damage -VehicleLiftOccupantTrigger: --Vehicle_Lift: OccupantZone -Deploy Volume OBB: --HitchTrough.deployed: volume(3) --ChippyArcadeMachine: deploy_volume (1) -CrushTrigger: --ch47scientists.entity: triggerHurt (Why is this set to damage vehicles? Other crush triggers aren't) -SpawnHandler: --spawn.v2: Placement Check Mask, Bounds Check Mask --spawn.v2.Hapis: Placement Check Mask, Bounds Check Mask Left LaserDetector, pressurepad.deployed, and landmine.prefab on Vehicle Detailed.
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6 Months Ago
Updated all other uses of the old Vehicle Movement layer in Rust to the new dual-layer system, with separate detailed (weapons, raycasts, player movement), and world (driving, collisions - server only) layers, now called Vehicle Detailed and Vehicle World respectively: -piano.deployed: Changed piano_collision layer from Vehicle Movement to Deployed. -piano.deployed.static: As above. -Compound: Changed collider layers on the piano as above. -ball.entity: Duplicated collider into detail and world versions. -RHIB: Duplicated collider into detail and world versions. -Rowboat: Added WorldCollision, using Rowboat_LOD2 as a simpler and more correct mesh collider instead of Old_Boat_GM. -minicopter.entity: Changed wheels to Vehicle World layer. Added a slightly simplified WorldCollision set. -ScrapTransportHelicopter: Changed wheels to Vehicle World layer. Enabled the unused ConvexCollisionBody and changed it to the Vehicle World layer. -sedan.entity: Scanned via WhatUsesThis with no results, and existing colliders are misaligned. No changes. -sedantest.entity: Changed wheels to worldlayer. Added simplified sedan_world_collision, keeping the "boat"-style base mesh. -foundation.steps: Changed vehicle layer to Vehicle World layer on all step types. -CodelockedHackableCrate: Duplicated collider into detail and world versions. -HotAirBalloon: Added simplified Vehicle World colliders for the cage. Duplicated inflated_balloon_collider to a world version. -ChippyArcadeMachine: Added simple box collider for world collision. -ch47.entity: Added simplified mesh collider set for world collision. -ch47scientists.entity: As above. -BradleyAPC.prefab: Changed wheels to Vehicle World layer. Duplicated collider_turret and collider_mainbody to world versions. -PatrolHelicopter: Duplicated collider into detail and world versions.
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6 Months Ago
Adjust chassis world colliders to include fuel tank
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6 Months Ago
World colliders set for all modular car chassis types and modules, plus conditionals set
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6 Months Ago
Layer edits
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6 Months Ago
Convert Vehicle Movement layer into a new Vehicles_Detailed layer that will only detect players, bullets. This will break existing vehicles until they're updated.
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6 Months Ago
Update layer defines etc re WorldCollisionOnly layer
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6 Months Ago
New WorldCollisionOnly layer replaces Reflections layer. Layer collision matrix updated
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6 Months Ago
Remove all usages of Reflection layer, freeing it up
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6 Months Ago
Update comment only
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6 Months Ago
Decrease fuel tank module from 500L to 200L
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6 Months Ago
DebugUtil method now handles rotated wireframe cubes
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6 Months Ago
Include Vehicle Movement layer in spawn PlacementCheckMask and BoundsCheckMask, so that vehicles won't ever spawn together in the same spot
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6 Months Ago
Correct - to +
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6 Months Ago
Adding DebugUtil.cs, draws (unrotated) wireframe cubes without gizmos
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6 Months Ago
Adjust ball mass, bounciness
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6 Months Ago
Don't add extra bounce boost to balls hitting other balls
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6 Months Ago
Switch Ball collision from Discrete to Continuous Dynamic
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6 Months Ago
Expose exhaust opacity values in the inspector and lerp the FX instead of instant change with throttle
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6 Months Ago
Adjust ball forces again
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6 Months Ago
Adjust ball forces ⚽
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6 Months Ago
Pragma warning disable, manifest
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6 Months Ago
Type `spawn ball.entity` to spawn ball
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6 Months Ago
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
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6 Months Ago
Modify the mounted fix for TriggerHurtNotChild, make it more broad to ignore any mounted player when true
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6 Months Ago
Move back from Continuous Speculative to Discrete collision detection. Way too many phantom bumps with Rust's rough terrain combined with speculative's expanded bounding box. Let's go back to getting stuck in poles for a little bit until I fix this properly with layers and a new collider set.
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6 Months Ago
Steer 50% faster if shift key is held
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6 Months Ago
Actually speed up steering a little again
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