userBill Bcancel
branchrust_reboot/main/vehiclescancel
3 Days Ago
Merge from Main -> Vehicles
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18 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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18 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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26 Days Ago
Cull the Vehicle World layer on the main cam
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26 Days Ago
Force adjustment
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26 Days Ago
Steering and damage adjustments
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26 Days Ago
Final collision adjustment
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26 Days Ago
Use prevent building box collider on the static car lift, matching the deployed version
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26 Days Ago
Transfer chassis damage evenly between modules
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26 Days Ago
Collision damage adjustment again
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26 Days Ago
Collision damage changes. Catch large damage events more reliably
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27 Days Ago
Adjusting collision damage after testing
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27 Days Ago
Use a zero-time invoke on collision damage to avoid potential errors due to the restriction on DestroyImmediate calls via OnCollisionEnter
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27 Days Ago
Increase average collision damage further
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27 Days Ago
Fix car collisions only doing 10% of the damage they should be, due to protection properties. Ignore protection.
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27 Days Ago
Add Vehicle World layer to the Main Camera culling mask.
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27 Days Ago
Merge from Main -> Vehicles
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27 Days Ago
Add EnvironmentVolumeProperties to WhatUsesLayer
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27 Days Ago
Set LaserDetector to use Vehicle World instead of Vehicle Detailed as well
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27 Days Ago
Have pressure and landmine pad look at Vehicle World layer instead of Vehicle Detailed
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27 Days Ago
Merge from Main -> Vehicles
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27 Days Ago
Merge physics branch -> Vehicles. Splits Vehicle Movement layer into two layers: Vehicle World, which handles world collisions, and Vehicle Detailed, which handles bullet hits and player movement. Vehicle Movement became Vehicle Detailed, and the unused (TBC) Reflections layer became Vehicle World.
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31 Days Ago
~Update comment only
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31 Days Ago
Decrease fuel tank module from 500L to 200L
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32 Days Ago
DebugUtil method now handles rotated wireframe cubes
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32 Days Ago
Include Vehicle Movement layer in spawn PlacementCheckMask and BoundsCheckMask, so that vehicles won't ever spawn together in the same spot
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32 Days Ago
Correct - to +
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32 Days Ago
Adding DebugUtil.cs, draws (unrotated) wireframe cubes without gizmos
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32 Days Ago
Adjust ball mass, bounciness
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32 Days Ago
Don't add extra bounce boost to balls hitting other balls
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32 Days Ago
Switch Ball collision from Discrete to Continuous Dynamic
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32 Days Ago
Expose exhaust opacity values in the inspector and lerp the FX instead of instant change with throttle
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32 Days Ago
Adjust ball forces again
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32 Days Ago
Adjust ball forces ⚽
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32 Days Ago
Pragma warning disable, manifest
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32 Days Ago
Type `spawn ball.entity` to spawn ball
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33 Days Ago
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
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33 Days Ago
Modify the mounted fix for TriggerHurtNotChild, make it more broad to ignore any mounted player when true
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33 Days Ago
Move back from Continuous Speculative to Discrete collision detection. Way too many phantom bumps with Rust's rough terrain combined with speculative's expanded bounding box. Let's go back to getting stuck in poles for a little bit until I fix this properly with layers and a new collider set.
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33 Days Ago
Steer 50% faster if shift key is held
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33 Days Ago
Actually speed up steering a little again
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33 Days Ago
Slow down steering speed at higher car velocity
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33 Days Ago
Minor fix
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33 Days Ago
Increase low-speed engine power by a bit and overall engine power by a little
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33 Days Ago
Merge in Continuous Speculative car physics
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34 Days Ago
Merge physics fixes -> Vehicles. Will hopefully fix vehicles sliding and spinning out inappropriately
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35 Days Ago
Bump save version, since Main and Vehicles were on the "same" save version, but for different actual changes.
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35 Days Ago
Code gen
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35 Days Ago
Merge from Main -> Vehicles
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37 Days Ago
Change tire FX culling mode from Pause & Catch Up to Automatic. Seems to fix visual glitches when looking away and back.
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37 Days Ago
Give Mount action a higher priority than Open
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37 Days Ago
Use lerp instead of movetowards for steering wheel visuals, so we move faster when we're farther from target pos
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37 Days Ago
Reduce STEER_LERP_SPEED for smoother steering wheel lerp
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37 Days Ago
Merge physics fixes -> Vehicles, including the return to Discrete collision detection
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39 Days Ago
When stacking items, compare via item.info.condition.max rather than maxCondition, since maxCondition can be lowered after repairs.
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39 Days Ago
Adjust steering, now easier to control for people like me with 300ms ping
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39 Days Ago
Graduate collision effect placeholder to be not placeholder anymore
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39 Days Ago
BillB test map edit. Moved spawn point, added a generally troublesome vehicle layout
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39 Days Ago
Revert ConfigureVehicleSubsteps changes as it didn't fix the physics issues.
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39 Days Ago
Adjust steering lerp value
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40 Days Ago
Refactored steering, should now be easier to make small adjustments
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40 Days Ago
Increasing ConfigureVehicleSubsteps values, attempting to fix physics glitches on the server due to low timestep frequency. This does affect driving physics (hence the grip changes), and sadly also means suspension values don't always return correctly, causing wheel visuals to be slightly off. This is unavoidable barring a complete wheelcollider replacement with something custom, or keeping ConfigureVehicleSubsteps on one.
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40 Days Ago
Merge in the latest push fix changes
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40 Days Ago
Revert the earlier push fix merge subtraction, so we can merge the new changes in cleanly
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40 Days Ago
Rebuild manifest.
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41 Days Ago
Remove unused (and already disabled) collider from Modular Car driver seat
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41 Days Ago
'fixcars' admin command now replaces any parts in a vehicle module, even if they're already the right type. Means broken and damaged items get replaced.
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41 Days Ago
Restore the ability to start the car's engine by pressing the key for reverse
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41 Days Ago
Adjust FAILED_START_LIGHT_TIME to match the new failed engine start sound length
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41 Days Ago
Fix the vehicle lift considering any mount points to be valid. Now requires an actual driver seat (steering wheel/pedals).
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45 Days Ago
Fix repair info text, which was affected by the blueprint issue as well
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45 Days Ago
Allow repair method to ignore blueprint knowledge. Fixes vehicle lift module repair not working.
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45 Days Ago
Adjust the text display on the separate liquid (water catcher) UI to give it more space as well.
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45 Days Ago
Disabled shimmer effect in pfx_car_destroyed per Petur request. Fixes shimmer acting like a mask on other particles.
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45 Days Ago
Still occasionally getting hurt on dismount, reverting #51184 for the time being.
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45 Days Ago
Merge inside-car repel force and hurt force changes -> Vehicles
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45 Days Ago
Revert ProjectSettings
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45 Days Ago
Removed old commented code re recycling chassis in ModularCarGarage. Since recycler code no longer needs to be used in multiple places, reverted it to the version from main plus my note about the "entitySource == this" client bug
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46 Days Ago
Merge headrest collider into one GameObject
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46 Days Ago
Fix armoured cockpit seat colliders not matching its seats
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46 Days Ago
Merge ent kill for vehicles fix, new AdminKill method
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46 Days Ago
Merge low fuel light branch -> Vehicles
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46 Days Ago
PlayerRepelTrigger is back, but improved - should no longer cause players to occasionally slide off the flatbeds etc. This fixes players getting stuck under vehicles.
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46 Days Ago
Add warning suppression for inspector vars
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46 Days Ago
TriggerParent now has two intersection mode options: - AnyIntersect, the existing default, parents the object if any part of the object intersects any part of the trigger - OriginIntersect parents the object if the origin of the object intersects any part of the trigger OriginIntersect has the effect of letting us only parent players if their feet touch the trigger. Now using this on vehicle module flatbeds, so we no longer scoop up players and parent them when the vehicle runs over them.
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47 Days Ago
Merge vehicle pushing refactor from Vehicles/FixPushing -> Vehicles
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47 Days Ago
Rebuild manifest
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47 Days Ago
Merge from Main -> Vehicles
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47 Days Ago
To be safe, early exit from AttemptMount if IsDead
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47 Days Ago
Allow cars to throttle forward while rolling backwards at any speed
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47 Days Ago
Don't show Check Engine light on a failed engine start if the only problem is no fuel
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47 Days Ago
Fix vehicle lift treating a vehicle that's missing engine items as an incomplete vehicle
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47 Days Ago
Allow cars to throttle forward and hill start when rolling backwards at <=2m/s
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47 Days Ago
Change fixcars command to force the selected tier, instead of only replacing <tier parts
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48 Days Ago
Fix client compile
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48 Days Ago
Extra safety check for the ModuleEntityAdded early exit
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48 Days Ago
If vehicle is destroyed while waiting for the Invoke to add a module, bail out and destroy the module. Fixes "Setting parent to entity that hasn't spawned yet! (net is null)" error (it was actually spawned, but then also destroyed)
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48 Days Ago
Remove overrides on DashboardLight prefab on 1module_cockpit_with_engine, changing it from white override to original prefab yellow
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48 Days Ago
Low speed power boost edit
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48 Days Ago
More engine power again
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