userBill Bcancel

6,371 Commits over 1,492 Days - 0.18cph!

32 Days Ago
Make DamageShowingRenderers class public
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32 Days Ago
Fix dashboard indicator lights (engine, low fuel) turning on after cars take damage, plus other damage texture changes in DamageRenderer.
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32 Days Ago
Set car window culling mode to Back. Makes it a bit easier to see through
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32 Days Ago
Fix sudden jumps in glossy reflections on car window glass
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35 Days Ago
Merge Glass -> Main. Modular car cockpits now have glass.
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35 Days Ago
Adjust glass strength on cockpit modules
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35 Days Ago
Damage texture now correctly handles renderers with multiple materials
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35 Days Ago
Prefab updates
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35 Days Ago
Restore missing glass impact prefab
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35 Days Ago
Added new glass particle FX and assigned them to the car window glass
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35 Days Ago
Merge from Main -> Glass
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35 Days Ago
Fix server compile 😓
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35 Days Ago
Merge CustomCameraScreenshots -> Main (for editor only)
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35 Days Ago
Updated TransparentWithDetail shader to use instancing. DamageRenderer now ignores any materials NOT using instancing. Refactored glass pane damage FX to be part of the main damage renderer. All glass on the car now shares a MaterialPropertyBlock.
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36 Days Ago
Basic glass damage FX and conditional destruction. Some issues
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36 Days Ago
Merge from Main -> Glass
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36 Days Ago
No-hud screenshots now also take screenshots from any ScreenshotCameras in the scene. Moved the post-FX parts of MainCamera into a new "RustCamera" base class, so ScreenshotCamera can share it.
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37 Days Ago
Remove Screenshot Camera prefab
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37 Days Ago
Revert previous commit, trying a different system
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37 Days Ago
Screenshot cam initial work
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38 Days Ago
Added the new Focus Local Player option as a button in the Rust Editor window
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38 Days Ago
Initial work on making road signs into destroyable entities
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38 Days Ago
Increased road sign culling distance from 50m to 75m. Aiming to reduce pop-in right before a car or heli crashes into one.
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38 Days Ago
Set default Quality setting back to six (was zero)
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38 Days Ago
Remove IsPlayingDemo early exit on photo frames, since they can work with demos now
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38 Days Ago
Very minor cleanup
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38 Days Ago
Merge from Main ->demo_filestorage
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39 Days Ago
Fixed UIBuffsIcon inspector vars being under an #if CLIENT (cuases NRE when switching to SERVER and back to CLIENT)
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41 Days Ago
Prevent RefreshConditionals being called before the vehicle the module is on has finished spawning
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41 Days Ago
Searchlights now may only be placed on construction (but since becoming IOEntities they also no longer decay)
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41 Days Ago
Fixed the power output change not propagating from the reactive target if the target was shot down
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42 Days Ago
Spotlights now use electricity instead of fuel, require 10 power
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42 Days Ago
Merge reactive target changes -> Main. Reactive targets now have optional power in/out + electrical inputs to raise/lower.
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42 Days Ago
Fixed reactive target output updating
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42 Days Ago
Initial work on making reactive targets accept electrical inputs. One bug remains with chained targets. Due to engine limitations, reactive targets no longer decay (now same as pressure plates)
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44 Days Ago
Update BillBTestMap for the new Unity version
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44 Days Ago
Fixed wounded players blocking server-side projectiles (rockets etc) as if they were standing up. Collider height is now reduced while wounded.
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44 Days Ago
Fixed incorrect PrefabID on vehicle_parts.prefab (it had the ID from DoPrepare being run while the prefab was open in the prefab stage - see #53749)
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44 Days Ago
AA enum compile fix
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44 Days Ago
Fix GetObjectID returning a blank path if the GameObject passed in is currently open in the prefab stage (prefab editor). Was causing some incorrect PrefabIDs to be set on DoPrepare.
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44 Days Ago
FXAA doesn't work well with large (F9) screenshots. Disable AA for large shots, but only if it's FXAA. Also added an enum for the antialiasing types.
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44 Days Ago
Fixed fuel storage not being accessible on RHIB after collider update
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44 Days Ago
Merge ScreenshotChanges -> Main
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44 Days Ago
Merge General
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44 Days Ago
Fix modular car conditional object NRE that could occur when adding a new module to a chassis, if the following out-of-order scenario occurred: - Server creates the module entity and saves it to client with socket index -1 (no socket) - Server adds the module to the car with socket index now set - Server saves new socket index to client - Client creates the module entity and calculates socket index correctly - Client loads new entity, socket index incorrectly reverts to -1 - Client refreshes module conditionals, bad socket index causes NRE
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45 Days Ago
Restore the missing flash and sound effect on the instant camera
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45 Days Ago
Large size (F9) screenshots no longer need to disable image effects, and support depth-of-field.
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46 Days Ago
Don't gib damaged modules on initial load when added to a vehicle
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46 Days Ago
DoPrepare on all vehicle modules
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46 Days Ago
Refresh all car module conditionals
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