userBill Bcancel

13,158 Commits over 2,830 Days - 0.19cph!

4 Years Ago
Switch Reactive Target to Electrical item category
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Increase cockpit glass render queue position from 3000 to 3051, to get it in front of smoke grenades which are on 3050. Stops grenade smoke from appearing in front of cracks in the glass.
4 Years Ago
Manifest rebuild after merge
4 Years Ago
Merge from Main ->DestroyableRoadsigns
4 Years Ago
Allow Timed Explosives to damage things with health that are on the Default layer. This means rockets, grenades, explosives, etc can now damage things like loot barrels.
4 Years Ago
Move roadsigns to Default layer (was World)
4 Years Ago
Fix reactive target scaling
4 Years Ago
Set roadsign spawner respawn times
4 Years Ago
Updated deploy guide for reactive target
4 Years Ago
Updated reactive target and its icon to have the new electric visuals
4 Years Ago
Assigned the textures to the material for the RT Mechanism
4 Years Ago
Rebuild manifest to update roadsign IDs
4 Years Ago
Fix client compile
4 Years Ago
Hide road signs beyond 70m away
4 Years Ago
- Use a bounds check instead of radius check for IndividualSpawner - Add AI layer to the spawn handler bounds check mask, so things won't spawn inside horses etc
4 Years Ago
Only spawn IndividualSpawners if there's space. Wait and try again later if there isn't.
4 Years Ago
Road signs are now LootContainers, drop 1 metal pipe and 1 "road signs"
4 Years Ago
Remove road signs from my test map
4 Years Ago
IndividualSpawner now uses the existing SpawnGroup system via SpawnHandler
4 Years Ago
Move roadsigns to the props folder
4 Years Ago
Created roadsign entity spawners. Converted all road signs at monuments and on Hapis from roadsigns to roadsign spawners. Add visual gizmo to individual spawner.
4 Years Ago
IndividualSpawner work
4 Years Ago
Merge FixGlassMaterial -> Main
4 Years Ago
Make glass pane actions client-side only
4 Years Ago
Clear damage decals on car modules if the car reaches full health from repairs
4 Years Ago
Disable decals on repair hammer hits. Don't visibly break things that we're repairing.
4 Years Ago
Remove glass crack hit decals when glass breaks
4 Years Ago
Move DebugUtil methods into DebugEx
4 Years Ago
Switch cockpit module glass to the right material
4 Years Ago
IndividualSpawner
4 Years Ago
Merge from Main -> DestroyableRoadsigns
4 Years Ago
Fix cockpit module glass not showing its damage effect
4 Years Ago
Adjust drive force rolloff
4 Years Ago
Code review: Switch screenshot render texture to use GetTemporary/ReleaseTemporary
4 Years Ago
Make multi-engine vehicle a little slower, since they end up so hard to control on Rust's landscape
4 Years Ago
Fixed cockpit-with-engine module engine not being accessible when the module wasn't in the front slot. Engine can now also be accessed from inside the module, as long as the car isn't on.
4 Years Ago
Make DamageShowingRenderers class public
4 Years Ago
Fix dashboard indicator lights (engine, low fuel) turning on after cars take damage, plus other damage texture changes in DamageRenderer.
4 Years Ago
Set car window culling mode to Back. Makes it a bit easier to see through
4 Years Ago
Fix sudden jumps in glossy reflections on car window glass
4 Years Ago
Merge Glass -> Main. Modular car cockpits now have glass.
4 Years Ago
Adjust glass strength on cockpit modules
4 Years Ago
Damage texture now correctly handles renderers with multiple materials
4 Years Ago
Prefab updates
4 Years Ago
Restore missing glass impact prefab
4 Years Ago
Added new glass particle FX and assigned them to the car window glass
4 Years Ago
Merge from Main -> Glass
4 Years Ago
Fix server compile 😓
4 Years Ago
Merge CustomCameraScreenshots -> Main (for editor only)