userBill Bcancel
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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18 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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18 Days Ago
Added carsdropiloot convar, can be set to false to stop modular cars dropping storage items on death
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18 Days Ago
Use Decay as the damage type for collision damage so that lastAttackedTime isn't set
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18 Days Ago
Scale chassis propagation damage total with module count
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18 Days Ago
Propagate chassis hits to damage attached modules
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19 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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19 Days Ago
Move carwrecks var
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19 Days Ago
Added 'carwrecks' var. Setting to false makes modular cars gib right away, bypassing the "wrecked" state.
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19 Days Ago
Merge CarLocks -> Main. Locks can now be added to modular cars at a vehicle lift. Protocol++.
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19 Days Ago
Minor text edit
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19 Days Ago
- Destroy locks no matter what when car is fully destroyed. - Updated tooltip. - Don't show module health anymore on wrecks.
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19 Days Ago
Rename some methods
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19 Days Ago
Allow destroying car lock if health is <= 15%
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20 Days Ago
Fix compile error
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20 Days Ago
Car and door keys now act like notes, so users can add custom text info to each key
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20 Days Ago
Show key ID in the inventory UI - works for both car and door keys. Makes it easier to see which keys are for what. Show the matching lock ID in the vehicle lift UI as well.
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20 Days Ago
Locks
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20 Days Ago
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
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20 Days Ago
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
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20 Days Ago
WIP, all done except the method of breaking locks "in the field". Protocol++
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20 Days Ago
Remove car lock if all driver seats are removed
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20 Days Ago
Fix car lift UI item selection
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20 Days Ago
Show info on modules being locked if the player doesn't have a key
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21 Days Ago
Don't allow looting storage or engine modules when the car has a lock and the looter doesn't have the key
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21 Days Ago
Increase restrictions on passengers mounting moving vehicles. Max speed for mounting as a passenger is now 7km/h
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21 Days Ago
More work on car keys/locks
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23 Days Ago
More work on locks and keys for cars. Added a "free" bool to ItemCrafter methods for crafting items for free.
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24 Days Ago
Key and lock crafting class and UI work
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24 Days Ago
Working on keys/locks, removing some old commented-out code
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24 Days Ago
Updates to vehicle lift repair UI, as well as UI setup for creating car locks and keys, or removing a lock. Reverted RepairBenchPanel to the version from earlier Main, and it no longer needs the Vehicle-branch changes. Protocol++.
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25 Days Ago
Added car key item. Plus minor edit to door key description.
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26 Days Ago
Adjust car steering speed, max speed
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26 Days Ago
Stop the BigWheelGame throwing errors on listen server: Remove client-side terminals from the server-side terminal list.
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26 Days Ago
Merge camera culling change from Vehicles -> Main
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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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27 Days Ago
Fix PatrolHelicopter realmed remove
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27 Days Ago
WhatUsesLayer can now find scripts that use a certain layer as well. Removed the capability to replace a layer.
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27 Days Ago
Interest layers and masks changed from Vehicle Detailed to Vehicle World in the following prefabs: -TriggerVehiclePush: --powerplant_1: 2x VehiclePhysBox --water_treatment_plant_1: 2x VehiclePhysBox --sliding_blast_door: VehiclePhysBox --CargoShipTest: BowTrigger --door.double.hinged.metal: 2x VehiclePushVolume --door.double.hinged.toptier: 2x VehiclePushVolume --door.double.hinged.wood: 2x VehiclePushVolume --gates.external.high.stone: VehiclePhysPush, VehiclePhysPush (1), VehiclePush --gates.external.high.wood: VehiclePhysPush, VehiclePhysPush (1) --wall.frame.garagedoor: VehiclePhysBox -TriggerVehicleDrag: --junkyard_1: Damage objects on all the barbed wire --barbedwire_set_bend45: damage --barbedwire_set_bend90: 3x damage --barbedwire_set_SShape: damage --barbedwire_set_straight300: damage --barbedwire_set_up90: 2x damage -VehicleLiftOccupantTrigger: --Vehicle_Lift: OccupantZone -Deploy Volume OBB: --HitchTrough.deployed: volume(3) --ChippyArcadeMachine: deploy_volume (1) -CrushTrigger: --ch47scientists.entity: triggerHurt (Why is this set to damage vehicles? Other crush triggers aren't) -SpawnHandler: --spawn.v2: Placement Check Mask, Bounds Check Mask --spawn.v2.Hapis: Placement Check Mask, Bounds Check Mask Left LaserDetector, pressurepad.deployed, and landmine.prefab on Vehicle Detailed.
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30 Days Ago
Updated all other uses of the old Vehicle Movement layer in Rust to the new dual-layer system, with separate detailed (weapons, raycasts, player movement), and world (driving, collisions - server only) layers, now called Vehicle Detailed and Vehicle World respectively: -piano.deployed: Changed piano_collision layer from Vehicle Movement to Deployed. -piano.deployed.static: As above. -Compound: Changed collider layers on the piano as above. -ball.entity: Duplicated collider into detail and world versions. -RHIB: Duplicated collider into detail and world versions. -Rowboat: Added WorldCollision, using Rowboat_LOD2 as a simpler and more correct mesh collider instead of Old_Boat_GM. -minicopter.entity: Changed wheels to Vehicle World layer. Added a slightly simplified WorldCollision set. -ScrapTransportHelicopter: Changed wheels to Vehicle World layer. Enabled the unused ConvexCollisionBody and changed it to the Vehicle World layer. -sedan.entity: Scanned via WhatUsesThis with no results, and existing colliders are misaligned. No changes. -sedantest.entity: Changed wheels to worldlayer. Added simplified sedan_world_collision, keeping the "boat"-style base mesh. -foundation.steps: Changed vehicle layer to Vehicle World layer on all step types. -CodelockedHackableCrate: Duplicated collider into detail and world versions. -HotAirBalloon: Added simplified Vehicle World colliders for the cage. Duplicated inflated_balloon_collider to a world version. -ChippyArcadeMachine: Added simple box collider for world collision. -ch47.entity: Added simplified mesh collider set for world collision. -ch47scientists.entity: As above. -BradleyAPC.prefab: Changed wheels to Vehicle World layer. Duplicated collider_turret and collider_mainbody to world versions. -PatrolHelicopter: Duplicated collider into detail and world versions.
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30 Days Ago
Adjust chassis world colliders to include fuel tank
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30 Days Ago
World colliders set for all modular car chassis types and modules, plus conditionals set
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31 Days Ago
Layer edits
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31 Days Ago
Convert Vehicle Movement layer into a new Vehicles_Detailed layer that will only detect players, bullets. This will break existing vehicles until they're updated.
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31 Days Ago
Update layer defines etc re WorldCollisionOnly layer
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31 Days Ago
New WorldCollisionOnly layer replaces Reflections layer. Layer collision matrix updated
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31 Days Ago
Remove all usages of Reflection layer, freeing it up
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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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31 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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32 Days Ago
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
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32 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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33 Days Ago
Switch collision detection mode to Continuous Speculative for cars. Let's eventually look at using Discrete with big blocky world-only colliders, as speculative is far from perfect. But until then this should fix both the slow-motion stops of Continuous and the getting stuck in signposts of Discrete.
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33 Days Ago
Road signs on the test map
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34 Days Ago
Merge physics fixes -> Vehicles. Will hopefully fix vehicles sliding and spinning out inappropriately
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34 Days Ago
Adjust engine power
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34 Days Ago
Fix vehicles spinning out and sliding strangely: - Reduced the potential deviation of the centre of mass - Gave wheels additional sideways friction - Added AdjustHitForces method to handle any further errant values from PhysX WheelHit results - Increased minimum vehicle mass, increasing engine power to compensate
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34 Days Ago
Merge from Vehicles
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34 Days Ago
Formatting
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34 Days Ago
Oops, actually replace the layer when asked
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34 Days Ago
Script now allows replacing one layer with another when scanning a scene
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34 Days Ago
Remove accidental logs
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34 Days Ago
Added support for finding layer use in scene, as well as in project
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