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4 Days Ago
Added gibs for all the different panels that fall off modular cars as they take damage
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4 Days Ago
Fix hot air balloon collider being present even when the balloon is not inflated
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5 Days Ago
Adjust car front/rear hurt triggers
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5 Days Ago
Reduce car collision damage to players and to NPCs
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5 Days Ago
Stop the ridable horse's saddle from complaining that it can't switch parent to the ragdoll when the horse dies. It doesn't seem to need to switch, so I'm letting it be destroyed silently with an override - same as existing behaviour, but without the logging. Fixes "SwitchedParent Missed horse.corpse" server log spam.
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5 Days Ago
Merge from Main -> Vehicles
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5 Days Ago
Fix cars sliding weirdly on slopes, also improve the "handbrake" when dismounting cars at low speed, so they'll properly stay still
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6 Days Ago
Merge from Main -> Vehicles
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6 Days Ago
In extremely rare situations, TryConvertPositionToSocketIndex could fail on the client, with the modules not yet positioned correctly. Sync the socket index as a reliable replacement. Protocol++.
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6 Days Ago
Change bumper world colliders from a capsule to two spheres, attempting to reduce the chance of getting stuck in something
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6 Days Ago
Add a power pole to BillBTestMap
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6 Days Ago
Removed the distance var from carstats as it didn't work well
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6 Days Ago
Fix carstats NaN max health showing on partial cars
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6 Days Ago
Not vehicles - fix spelling mistake in the description for window embrasures: form -> forms
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6 Days Ago
Fix power usage showing as 1 when selecting the vehicle lift in the inventory. Now correctly shows the real use as 20
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6 Days Ago
Merge from Main -> Vehicles
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7 Days Ago
Merge from Main -> Vehicles
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7 Days Ago
A couple of minor edits to the new carstats var
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7 Days Ago
Added carstats console var
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8 Days Ago
Changed many colliders into primitives + manifest rebuild.
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8 Days Ago
Reduce car collision damage by around 33% in general (re general user complaints about it being too high).
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8 Days Ago
Combine error text for BaseModularVehicle socket errors
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8 Days Ago
Null check for ModularCarAudio
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8 Days Ago
Extra check on baseVehicleLODs when calling RefreshLODSets(). Experimental fix for rare NREs on Sentry.
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8 Days Ago
Improved modular car lift Prevent Building, Deploy Volume, and Entity Bounds. Lifts can now be placed in tighter areas, including T-shaped floor sections.
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8 Days Ago
Move TriggerBase logged warnings behind ConVar.Debugging.checktriggers
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8 Days Ago
Merge from Main->Vehicles
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11 Days Ago
OK, third attempt at a good fix that covers everything. Keep other mount interactions the same as originally, but just flip the mount vs. push order on boat types, giving push priority on boats. Required moving the Push menu command out of BaseVehicle.
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11 Days Ago
Different fix. Put Mount back as priority over Push, but disallow mounting from outside the boat.
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11 Days Ago
Changed Push back to having higher priority than Mount. Reverts rowboat interaction to Push by default.
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11 Days Ago
Changed Push back to having higher priority than Mount. Reverts rowboat interaction to Push by default.
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11 Days Ago
Merge from Main -> Vehicles
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12 Days Ago
In case the push force outside trigger bug reoccurs, apply this fix
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12 Days Ago
Move RemoveInvalidEntities to a safer spot
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12 Days Ago
Reduce car collision damage to players a bit
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12 Days Ago
Increased armoured cockpit max HP from 500 to 700
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12 Days Ago
Increase brake force power and allow reverse throttle at 3m/s instead of 0.1m/s. Helps particularly with stopping while travelling forward down slopes.
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12 Days Ago
Make sure we really never receive hurt damage outside of a hurt trigger by checking RemoveInvalidEntities() each tick. Made RemoveInvalidEntities more efficient.
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12 Days Ago
Added simple debug util timing functions
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12 Days Ago
Remove terrain-type based damage, add a new Collision damage type which propagates to other car modules but doesn't count as an attack.
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13 Days Ago
Removed cases where I was doing specific mutable state checks in trigger InterestedInObject calls, not realising that InterestedInObject is also checked to see if we should allow a collider to detect that it LEFT a trigger. Fixes spawning a car on top of yourself and then noclipping out of it causing the game to consider you still in the triggers.
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13 Days Ago
Reduced average collision damage a bit re staging user complaints
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13 Days Ago
Fixed broken physics behaviour on the most important object in Rust: ball.entity
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13 Days Ago
Adjust car steering lerp values
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13 Days Ago
Fixed steering right being slower than steering left
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13 Days Ago
Improvements for flatbed parent triggers
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14 Days Ago
Fix BasePlayer movement references on the server in TriggerPlayerForce and TriggerMount. Moved BasePlayer vars that aren't used on the server at all into BasePlayer-Client, so this mistake is now prevented from being made again.
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14 Days Ago
Update TriggerMount to retry in more situations
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14 Days Ago
Merge the latest modular car fixes -> Main
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14 Days Ago
Add LockType using statement as well
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14 Days Ago
Move method to server only
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14 Days Ago
More rigorous mount check for ModularCar. Things like TriggerMount which call AttemptMount directly will no longer be able to bypass mount eligibility in cars.
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14 Days Ago
Refactored TriggerPlayerForce to be server-side only like TriggerForce, retaining support for pushing NPCs as well by added ApplyInheritedVelocity overrides to NPCPlayer and BaseNpc.
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14 Days Ago
Ignore TriggerMount if noclipping
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14 Days Ago
Exclude NPCs from TriggerMount
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14 Days Ago
Fixed mount triggers being triggerable from outside the car
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14 Days Ago
Code review: Use PivotPoint() instead of getting the position directly
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15 Days Ago
Remove TriggerPlayerForce on the chassis for now until I fix it properly tomorrow
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15 Days Ago
Let the car chassis push and hurt triggers stay always on, since there are various situations where players may end up inside a vehicle - not all of them a case where the vehicle is on or even moving (e.g. Spawning as a sleeper underneath one after loading a save).
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15 Days Ago
Fix potential issues with TriggerHurtNotChild detection. Better handling mounted or parented players with modular cars.
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15 Days Ago
Modular car code review changes complete. Merging to Main.
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15 Days Ago
Code review: Move my OriginIntersect trigger mode into TriggerParentEnclosed, where more of the required functionality was already present. Update the flatbeds.
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15 Days Ago
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15 Days Ago
Big fix: Categorically prevent players on flatbeds being hurt by car hurt triggers. This tended to happen due to server/client differences when standing near the back of a flatbed while the car reversed.
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15 Days Ago
Code review: Use CheckOBB in TriggerParent
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18 Days Ago
One more change to repel trigger
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18 Days Ago
Fix more settings on RepelTrigger
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18 Days Ago
Fix repel trigger IgnoreMounted setting
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18 Days Ago
Add entity validity check to TriggerMount
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18 Days Ago
Merge new mount trigger used in modular car seating. Revert #52369. Simplify TriggerHurtNotChild.
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18 Days Ago
New TriggerMount that mounts players inside the trigger
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18 Days Ago
Simplify TriggerHurtNotChild
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18 Days Ago
Increased car protection vs basic damage types (blunt/slash/stab)
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18 Days Ago
Subtract sleeper fall-through fix, as we don't want sleepers in HAB or scrap heli to fall through.
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18 Days Ago
Fixed car push not working at extreme, low angles
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18 Days Ago
Fixed vehicle lift UI not showing all repair components
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18 Days Ago
Further increase engine internal item health
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18 Days Ago
Increased car fuel consumption
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18 Days Ago
Try a naive fix for the LightEx NRE errors
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18 Days Ago
Properly fix NRE in VehicleEditingPanel
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19 Days Ago
Mounted state isn't saved to a save file, so players can get stuck in vehicles on load, in their mounted position but not mounted. Quick fix: Ignore the vehicle layer in sleeper physics, so players fall through the vehicle instead of getting stuck in it.
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19 Days Ago
Merge race_condition_fix -> Main. Fixes "empty chassis with FX playing" bug.
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19 Days Ago
Adding some temporary error detection to try and catch a wild NRE
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19 Days Ago
Switch the ForceUpdateTriggers secondary invoke to InvokeFixedTime per André's suggestion. Speculative fix for "player continuously receives hurt damage" bug.
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19 Days Ago
Taking a guess at fixing VehicleEditingPanel NRE
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19 Days Ago
Cancel chassis destroy timer if a module is added during the countdown
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19 Days Ago
Edit large flatbed name to be different from the small one
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19 Days Ago
Compile fix again
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19 Days Ago
Fix compile
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19 Days Ago
Added lockable conditional and set up central locking with it. We can use this for any future lock visuals also.
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19 Days Ago
Replace central locking placeholder with final version
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20 Days Ago
Adjust module world colliders - smoother on ramps etc.
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20 Days Ago
Replace colliders on the other version of powerline_pole_a as well
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20 Days Ago
Update power poles to use capsule colliders instead of mesh colliders, for better collision calculation
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20 Days Ago
Move car module visuals that were on the Vehicle Detailed layer to the Default layer
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20 Days Ago
Fix central locking in the case where the game is saved with a driver in a car with central locking off. Central locking is now correctly re-enabled on load when the driver is kicked out.
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20 Days Ago
Merge car central locking changes -> Main. New central locking system prevents players without a key from mounting a lockable car, but a driver can unlock the doors if desired once inside. Placeholder graphics for now. Protocol++.
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20 Days Ago
Central locking placeholder visuals
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20 Days Ago
Central locking functionality, along with some refactoring
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21 Days Ago
Merge from Vehicles -> LockOutDriverSeat, going to add central locking
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