userBill Bcancel

6,461 Commits over 1,522 Days - 0.18cph!

56 Days Ago
Raise top reactive target IO a little
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56 Days Ago
Reinstate 53468 (ProjectilesThroughVehicles) and 53754 (wounded player collider adjustment) in this branch.
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56 Days Ago
Line up Reactive Target IO with its new model
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56 Days Ago
Switch Reactive Target to Electrical item category
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56 Days Ago
Merge from Main -> Vehicles
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57 Days Ago
Increase cockpit glass render queue position from 3000 to 3051, to get it in front of smoke grenades which are on 3050. Stops grenade smoke from appearing in front of cracks in the glass.
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57 Days Ago
Manifest rebuild after merge
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57 Days Ago
Merge from Main ->DestroyableRoadsigns
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57 Days Ago
Allow Timed Explosives to damage things with health that are on the Default layer. This means rockets, grenades, explosives, etc can now damage things like loot barrels.
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57 Days Ago
Move roadsigns to Default layer (was World)
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57 Days Ago
Fix reactive target scaling
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57 Days Ago
Set roadsign spawner respawn times
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2 Months Ago
Updated deploy guide for reactive target
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2 Months Ago
Updated reactive target and its icon to have the new electric visuals
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2 Months Ago
Assigned the textures to the material for the RT Mechanism
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2 Months Ago
Rebuild manifest to update roadsign IDs
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2 Months Ago
Fix client compile
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2 Months Ago
Hide road signs beyond 70m away
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2 Months Ago
- Use a bounds check instead of radius check for IndividualSpawner - Add AI layer to the spawn handler bounds check mask, so things won't spawn inside horses etc
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2 Months Ago
Only spawn IndividualSpawners if there's space. Wait and try again later if there isn't.
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2 Months Ago
Road signs are now LootContainers, drop 1 metal pipe and 1 "road signs"
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2 Months Ago
Remove road signs from my test map
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2 Months Ago
IndividualSpawner now uses the existing SpawnGroup system via SpawnHandler
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2 Months Ago
Move roadsigns to the props folder
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2 Months Ago
Created roadsign entity spawners. Converted all road signs at monuments and on Hapis from roadsigns to roadsign spawners. Add visual gizmo to individual spawner.
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2 Months Ago
IndividualSpawner work
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2 Months Ago
Merge FixGlassMaterial -> Main
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2 Months Ago
Make glass pane actions client-side only
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2 Months Ago
Clear damage decals on car modules if the car reaches full health from repairs
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2 Months Ago
Disable decals on repair hammer hits. Don't visibly break things that we're repairing.
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2 Months Ago
Remove glass crack hit decals when glass breaks
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2 Months Ago
Move DebugUtil methods into DebugEx
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2 Months Ago
Switch cockpit module glass to the right material
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2 Months Ago
IndividualSpawner
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2 Months Ago
Merge from Main -> DestroyableRoadsigns
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2 Months Ago
Fix cockpit module glass not showing its damage effect
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2 Months Ago
Adjust drive force rolloff
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2 Months Ago
Code review: Switch screenshot render texture to use GetTemporary/ReleaseTemporary
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2 Months Ago
Make multi-engine vehicle a little slower, since they end up so hard to control on Rust's landscape
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2 Months Ago
Fixed cockpit-with-engine module engine not being accessible when the module wasn't in the front slot. Engine can now also be accessed from inside the module, as long as the car isn't on.
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2 Months Ago
Make DamageShowingRenderers class public
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2 Months 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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2 Months Ago
Set car window culling mode to Back. Makes it a bit easier to see through
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2 Months Ago
Fix sudden jumps in glossy reflections on car window glass
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2 Months Ago
Merge Glass -> Main. Modular car cockpits now have glass.
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2 Months Ago
Adjust glass strength on cockpit modules
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2 Months Ago
Damage texture now correctly handles renderers with multiple materials
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2 Months Ago
Prefab updates
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2 Months Ago
Restore missing glass impact prefab
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2 Months Ago
Added new glass particle FX and assigned them to the car window glass
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