userBill Bcancel
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33 Days Ago
Increased armoured cockpit max HP from 500 to 700
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33 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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33 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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33 Days Ago
Added simple debug util timing functions
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33 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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34 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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34 Days Ago
Reduced average collision damage a bit re staging user complaints
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34 Days Ago
Fixed broken physics behaviour on the most important object in Rust: ball.entity
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34 Days Ago
Adjust car steering lerp values
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34 Days Ago
Fixed steering right being slower than steering left
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34 Days Ago
Improvements for flatbed parent triggers
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35 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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35 Days Ago
Update TriggerMount to retry in more situations
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35 Days Ago
Merge the latest modular car fixes -> Main
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35 Days Ago
Add LockType using statement as well
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35 Days Ago
Move method to server only
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35 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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35 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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35 Days Ago
Ignore TriggerMount if noclipping
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35 Days Ago
Exclude NPCs from TriggerMount
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35 Days Ago
Fixed mount triggers being triggerable from outside the car
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35 Days Ago
Code review: Use PivotPoint() instead of getting the position directly
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36 Days Ago
Remove TriggerPlayerForce on the chassis for now until I fix it properly tomorrow
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36 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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36 Days Ago
Fix potential issues with TriggerHurtNotChild detection. Better handling mounted or parented players with modular cars.
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36 Days Ago
Modular car code review changes complete. Merging to Main.
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36 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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36 Days Ago
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36 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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36 Days Ago
Code review: Use CheckOBB in TriggerParent
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39 Days Ago
One more change to repel trigger
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39 Days Ago
Fix more settings on RepelTrigger
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39 Days Ago
Fix repel trigger IgnoreMounted setting
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39 Days Ago
Add entity validity check to TriggerMount
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39 Days Ago
Merge new mount trigger used in modular car seating. Revert #52369. Simplify TriggerHurtNotChild.
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39 Days Ago
New TriggerMount that mounts players inside the trigger
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39 Days Ago
Simplify TriggerHurtNotChild
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39 Days Ago
Increased car protection vs basic damage types (blunt/slash/stab)
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39 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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39 Days Ago
Fixed car push not working at extreme, low angles
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39 Days Ago
Fixed vehicle lift UI not showing all repair components
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39 Days Ago
Further increase engine internal item health
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39 Days Ago
Increased car fuel consumption
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39 Days Ago
Try a naive fix for the LightEx NRE errors
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39 Days Ago
Properly fix NRE in VehicleEditingPanel
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40 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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40 Days Ago
Merge race_condition_fix -> Main. Fixes "empty chassis with FX playing" bug.
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40 Days Ago
Adding some temporary error detection to try and catch a wild NRE
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40 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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40 Days Ago
Taking a guess at fixing VehicleEditingPanel NRE
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40 Days Ago
Cancel chassis destroy timer if a module is added during the countdown
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40 Days Ago
Edit large flatbed name to be different from the small one
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40 Days Ago
Compile fix again
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40 Days Ago
Fix compile
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40 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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40 Days Ago
Replace central locking placeholder with final version
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41 Days Ago
Adjust module world colliders - smoother on ramps etc.
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41 Days Ago
Replace colliders on the other version of powerline_pole_a as well
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41 Days Ago
Update power poles to use capsule colliders instead of mesh colliders, for better collision calculation
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41 Days Ago
Move car module visuals that were on the Vehicle Detailed layer to the Default layer
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41 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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41 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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41 Days Ago
Central locking placeholder visuals
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41 Days Ago
Central locking functionality, along with some refactoring
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42 Days Ago
Merge from Vehicles -> LockOutDriverSeat, going to add central locking
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42 Days Ago
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42 Days Ago
Prevent players without key/lock authorisation from pushing cars that are in safe zones
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43 Days Ago
Put a time limit on the failed start tooltip
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43 Days Ago
Finish removing client dismount code from #51760. LastFailedStartID is newer, but wasn't really needed on the dismount call either.
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43 Days Ago
Fix Launch Site regression that stopped vehicles falling through terrain triggers again, due to vehicle layer changes
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43 Days Ago
Update layer list in Defines to match the new vehicle layers
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46 Days Ago
Prevent Unity complaining that "Kinematic body only supports Speculative Continuous collision detection" every time any player enters a vehicle
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46 Days Ago
Remove unused vehicle lootpanel
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46 Days Ago
Merge car lock changes: It's now the driver's seat (door) that's locked out entirely, rather than just the ignition.
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46 Days Ago
Show a tooltip about breaking locks on cars while looking at a locked interactable on a car.
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46 Days Ago
Show locked UI text on locked doors
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46 Days Ago
Prevent mounting at driver's seat if no key. Updated MountHotSpots
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46 Days Ago
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46 Days Ago
Trying to wrangle the mount system into allow me to lock out a specific seat
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46 Days Ago
Adjust protection values on modular cars. In particular more blunt protection
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46 Days Ago
Merge from Vehicles -> Main, Thai's model fixes
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47 Days Ago
Compile fix
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47 Days Ago
Added support for left/right foot IK mount points per vehicle seat, and set some car seats to use an alternative foot position when the passenger has less legroom.
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47 Days Ago
~Fix MountPointInfo comment - it's local pos, not world
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47 Days Ago
Fix issues with interactions and car locks
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47 Days Ago
Assign the 2module fuel tank item as the sourceItem for the fuel tank's sub-entity. Lets it inherit a proper display name when its inputs are looked at with the hose tool
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47 Days Ago
Fixed player hurt triggers not removing entities correctly, causing phantom damage in the future
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47 Days Ago
Set up the new passenger mount pose for modular cars
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47 Days Ago
Fix "Calling kill but already IsDestroyed" warning on loading save
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47 Days Ago
Fix engine state not being set correctly on loading saves
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47 Days Ago
Remove car damage logs
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47 Days Ago
Merge from Vehicles -> Main. Ice lake collider updates + Jarryd's WakeNearbyRigidbodies edit
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47 Days Ago
Move ice lake snow colliders so it's easier to detect ice vs. snow in VehicleTerrainHandler (ice and snow share the same physics material)
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47 Days Ago
Subtract Thai's boat mesh changes, since we can't stop the rigidbody complaining about convex colliders (despite it not being used for any world collisions)
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48 Days Ago
Fix steering lerp bug that was messing with steering at high speeds. A couple of other high-speed adjustments.
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48 Days Ago
Added carsdropiloot convar, can be set to false to stop modular cars dropping storage items on death
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48 Days Ago
Use Decay as the damage type for collision damage so that lastAttackedTime isn't set
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48 Days Ago
Scale chassis propagation damage total with module count
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48 Days Ago
Propagate chassis hits to damage attached modules
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48 Days Ago
Add mouse-base car steering while holding Crouch. Not very good for general use - intended to be used for making smooth-looking cinematics.
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