8,836 Commits over 1,735 Days - 0.21cph!
Server side now compiling. Commented out a lot of input code for the moment. Wanted to get everything compiling before I move all the inputs out of PlayerWalkMovement and into a new client-side input section
A lot of replacing movement state with model state on the client
Client side now compiling again
Removing code, moving code, many "SSM TODO"s for later
More WIP. Still 95% removing code at this stage.
Early initial work on moving player movement to the server side. Committing this progressively even if not compiling since it's going to be a lot.
Added a button to box, capsule, and sphere colliders - plus a context menu option - that automatically fits the collider to the size of any child renderers.
Disabled collision between Ragdoll and Prevent Movement layer due to use of Prevent Movement colliders in some vehicles (was enabled in 78391)
Deleted telephone.worldmodel. It was unused, and broken.
Replaced all world models that used mesh colliders with primitives, except for chair and rocking chair. This is already in the current art guidelines - most of these are very old, or for some reason, Christmas themed. Helps a lot with any remaining dropped item collision issues.
Use primitive colliders for all the rocket world models
Continue to use ContinuousSpeculative collision alongside the new checks
Custom physics solution for dropped items. Fixes items falling through things in certain situations.
Removed my fell through terrain check methods in DroppedItem
Proto, Protocol, Manifest
Merge main -> RagdollRewrite2
Merge main -> RagdollsOnVehicles
Merge main -> RagdollsOnVehicles2
Fixed Blackjack game stalling if a non-primary player left the game early in a round
Adjusted weight on the remaining weapons, using the same 2/3 rule
Weapon world model mass pass. Setting them to roughly 2/3 of their real-life mass (most things in Rust are lighter than they really would be)
Merge main -> RagdollsOnVehicles2
Changes various uses of OnDrawGizmos to OnDrawGizmosSelected, where it seemed appropriate
Set many of our OnDrawGizmosSelected methods to only show if the GameObject is selected directly, and not just a child. Fixes AmbientLightLOD giant green circle spam etc.
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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