106,353 Commits over 3,806 Days - 1.16cph!
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
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fixed accidently touched floor.triangle in
89341 causing wonky building behavior on triangle floors
basic terrain setup
substation layout
Hook up localizable messages for all event types so they render properly on the clan UI
m4 shotgun
- set up viewmodel, entity, item and worldmodel prefabs
- removed redundant prefabs
- fixed issues on worldmodel
Implement a bunch of clan score events
- Killing a player from another clan
- Killing unarmed players (lose score)
- Being killed by a player in another clan (lose score)
- Destroying bradley
- Destroying a TC owned by another clan
- Hacking a crate
- Running the excavator
- Boarding the cargo ship
exported new player jump animations and set up in unity
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Fixed NRE when using Eoka in rocking chair.
subtracting -
89486 Temporarily force disable DLSS due to error spam
Fixed Graphics.copytexture mismatching texture sizes error spam when using Render Scale / DLSS
merge from helicopter_parachute_fix
merge from BlackjackDealerFix
merge from Fix analytics NRE that occured on startup
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merge from base_decor_dlc
Horse breed lineup poster
Fix analytics NRE that occured on startup
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Proto, Protocol, Manifest
Merge main -> RagdollRewrite2
Merge main -> RagdollsOnVehicles
Merge main -> RagdollsOnVehicles2
Fixed electrical switches not calculating passthrough power correctly when the power is changed via switch on/off inputs
Fixed Blackjack game stalling if a non-primary player left the game early in a round
Move the top storage adaptor slot on the tool cupboard closer to the center so that the input slot isn't blocked when a TC is placed flush with the wall
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)