13,104 Commits over 2,800 Days - 0.20cph!
Fix rockingchair2 world model overriding the collider
Use rocking chair LOD3 instead of LOD0 for world model. Remove two unused collider model files.
Merge main -> experimental
Better ramp collider into HAB
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Merge main -> experimental
Adjusted HAB step height with the new colliders so it's easy to walk on
Merge main -> experimental
HAB weighs 4x as much, but forces adjusted to match so speed is the same. Reduces the weight effect from dropped items
Merge main -> experimental
Fixed deflated balloon being hidden by default on the prefab
Merge main -> experimental
Merge MoreDroppedItemFixes -> main
- Redid all detailed colliders on hot air balloon, from awkward convex meshes to more reliable primitives
- Fixed HAB client not having any real colliders, only the Prevent Movement volumes
Physics Debris now colliders with Prevent Movement layer
Merge main -> MoreDroppedItemFixes
Updated colliders on the two rocking chair variants, including the metal parts
Full convex collider set for rocking chair
Merge my player eyes fix -> base_decor_DLC
Merge main -> experimental
Update player eyes properly while they're looking in a mirror
Merge main -> experimental
Fixed tunnel hurt trigger damaging players at the sides
Reinstate hurt trigger on tunnel entrance, after prefab corruption fix
Revert corrupted train tunnel entrance
Fixed rocking chair position and rotation issues when parented to a moving tugboat
Merge MoreDroppedItemFixes -> main
Enabled dropped item parenting on HAB
Fixed chair worldmodel becoming invisible it it's carried more than 20m from its initial spawn point
Merge main -> experimental
Reduced the effect of gravity on trains further, from 50% to 33%. Those train tunnel entrances are steep!
Added hurt triggers inside train tunnel entrances
Merge Main -> Experimental
Removed unused collider from rocket_sam. Fixes sam rockets hitting themselves after the recent layer change. All other rockets already had their collider removed back in 2021.
Made sure that wherever we raise the default sleep threshold, we don't end up lowering it if the convar is already set higher
Raised the base physics sleep threshold in Rust from 0.005 (half a centimetre per second) to 0.02 (2 centimetres per second). Can still be adjusted with physics.sleepthreshold convar.
Marge main -> experimental
Merge DroppedItemsOnVehicles -> Main
Turns out I was actually correct the first time about parent rigidbody behaviour for non-kinematic rigidbodies, but kinematic rigidbodies behave differently. BaseEntity.Parenting now handles both cases.
Merge main -> experimental
Merge DroppedItemsOnVehicles -> main
Fixed incorrect velocity adjustment when rigidbodies enter or leave parent triggers. With a much better testing setup now, I was able to see that it didn't behave as I thought.
Test map wagons and stuff
Added a small rail loop to my test map
Merge Main -> DroppedItemsOnVehicles
A few extra tail prefab updates
Train splines have changed again. Regenerating them.