userBill Bcancel
branchrust_reboot/maincancel

1,544 Commits over 1,735 Days - 0.04cph!

4 Years Ago
AA enum compile fix
4 Years Ago
Fix GetObjectID returning a blank path if the GameObject passed in is currently open in the prefab stage (prefab editor). Was causing some incorrect PrefabIDs to be set on DoPrepare.
4 Years Ago
FXAA doesn't work well with large (F9) screenshots. Disable AA for large shots, but only if it's FXAA. Also added an enum for the antialiasing types.
4 Years Ago
Fixed fuel storage not being accessible on RHIB after collider update
4 Years Ago
Merge ScreenshotChanges -> Main
4 Years Ago
Merge General
4 Years Ago
Fix modular car conditional object NRE that could occur when adding a new module to a chassis, if the following out-of-order scenario occurred: - Server creates the module entity and saves it to client with socket index -1 (no socket) - Server adds the module to the car with socket index now set - Server saves new socket index to client - Client creates the module entity and calculates socket index correctly - Client loads new entity, socket index incorrectly reverts to -1 - Client refreshes module conditionals, bad socket index causes NRE
4 Years Ago
Fixed two modular car presets not having an engine!
4 Years Ago
Merge fix for server-side projectiles (autoturrets, NPCs) being able to shoot through armoured module walls in some cases. Allows mountables to set a custom size for the player's capsule collider.
4 Years Ago
Fix car pushing no longer working properly due to the new handbrake system (#52873) + moved the push code.
4 Years Ago
Fixed modular car engine performance not being recalculated when the engine is repaired (regression in #53163).
4 Years Ago
Revert the changes in 53372 - Cars are now cheaper to repair on the lift vs. the hammer again, with hammer going back from 20% to 50% cost (sorry).
4 Years Ago
Previously I'd observed that wheel colliders were occasionally preventing the modular car rigidbody from sleeping, even with a forced sleep call and having motorTorque and brakeTorque set to zero. To counter that, I was simply disabling them entirely when the rigidbody went to sleep. However, that caused a surprising new bug: If you shot a sleeping car with a rocket, it would correctly wake the rigidbody, but the act of the wheels waking up as well would completely cancel the rocket explosion's force [because Unity], meaning the car didn't move. I've now determined that it was the steering being non-zero that was preventing sleep [because Unity], so I've removed the disable/enable for wheelcolliders and set steerAngle to zero on sleep as well, which lets sleep work correctly, and explosion forces on sleeping cars now work again.
4 Years Ago
Move damageRenderer serialisation out of #CLIENT define, so it won't get lost when switching to #SERVER
4 Years Ago
Fixed missing DamageRenderer scripts on some vehicle modules
4 Years Ago
Fixed modular car repairs with the hammer costing more than repairs on the vehicle lift. Hammer repair cost has been reduced to 20% of the module's original cost (was 50%), which matches the repair bench/vehicle lift standard.
4 Years Ago
Fixed minicopter and modular cars becoming unusable after loading from a save if the server was saved during engine startup
4 Years Ago
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4 Years Ago
Adjusting stuck-in-car damage
4 Years Ago
- Fixed car collisions with horses not always registering (at high speeds, RemoveInvalidEntities was removing them before they had a chance to tick). - Increased car vs. NPC damage by 25%. - Fixed the player-in-car hurt trigger not doing damage if the car wasn't moving.
4 Years Ago
Engine internal items now take 50% less damage when inheriting damage to the module itself (i.e. they'll survive twice as long)
4 Years Ago
Fixed the associated item on the armoured passenger module. Fixes repair not working correctly.
4 Years Ago
Adjusting collision factors
4 Years Ago
Remove hit force multiplier
4 Years Ago
When faking car vs. player/AI/animal collision, use realistic masses for each of them as a starting point. Added new "RealisticMass" field.
4 Years Ago
Improved car ability to climb hills: - Increased low-speed power by 25% - Increased grip both on and off road by 7%
4 Years Ago
Remove unused TriggerParent from 2module_passengers
4 Years Ago
Merge Vehicles -> Main. Adds gibs on individual car panels, armoured passenger module, lifts can be placed in tighter areas (including T-shaped floor sections), cars remain still when they should on slopes, + other tweaks and fixes.
4 Years Ago
Merge new car-to-player/ai collision work -> Main
4 Years Ago
Merge modular car mass and engine power changes -> Main
4 Years Ago
Merge modular car save file fix -> Main
4 Years Ago
Remove F10 screenshot option again as the image FX don't upscale, defeating the point. ☹️
4 Years Ago
F10 now takes a large screenshot with FX (AA, DOF, sharpening) still on, much like F4 does. Also fixed a bug in F9 screenshots, they now disable AA as they're supposed to.
4 Years Ago
Merge vehicle decay changes -> Main.
4 Years Ago
Merge hackable crate mass increase -> Main
4 Years Ago
Fix hot air balloon collider being present even when the balloon is not inflated
4 Years 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.
4 Years Ago
A couple of minor edits to the new carstats var
4 Years Ago
Added carstats console var
4 Years Ago
Changed Push back to having higher priority than Mount. Reverts rowboat interaction to Push by default.
4 Years Ago
Move RemoveInvalidEntities to a safer spot
4 Years Ago
Reduce car collision damage to players a bit
4 Years Ago
Increased armoured cockpit max HP from 500 to 700
4 Years 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.
4 Years Ago
Make sure we really never receive hurt damage outside of a hurt trigger by checking RemoveInvalidEntities() each tick. Made RemoveInvalidEntities more efficient.
4 Years Ago
Added simple debug util timing functions
4 Years 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.
4 Years 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.
4 Years Ago
Reduced average collision damage a bit re staging user complaints
4 Years Ago
Fixed broken physics behaviour on the most important object in Rust: ball.entity