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3,110 Commits over 915 Days - 0.14cph!

2 Years Ago
Sam site can passthrough power (use it to detect destroyed sam sites not power multiple)
2 Years Ago
Removed condition from most electrical entities so they stack easily when picked up (doesn't apply to batteries, solar panels, windmills, turrets, etc)
2 Years Ago
Armored door & double door 800 -> 1000 hp
2 Years Ago
Fix Rust+ throwing errors when starting up twice (mainly on hardcore & softcore)
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Make balloon engines have different levels of fires
2 Years Ago
Mark more LOD as dynamic so they update while moving
2 Years Ago
Remove mono.cecil loading & resaving debug symbols, instead don't load .pdb
2 Years Ago
Merge from main -> harmony_qol
2 Years Ago
Set switch LOD to dynamic
2 Years Ago
Add seperate gameobject with rigidbody, apply forces to that and copy position back over
2 Years Ago
Disable render batching convar & noclip protection
2 Years Ago
Fix building manager getting cleared in CLIENT + SERVER mode
2 Years Ago
Basic manual force calculations
2 Years Ago
Fix prop_engine based on windmill prefab, fix engine power not being networked to client
2 Years Ago
Add electric airship engine (aka mini windmill)
2 Years Ago
Only run fixedupdate on server
2 Years Ago
Make the airship rigidbody kinematic and control with scripts
2 Years Ago
Add entities to airship as they are built
2 Years Ago
Change more building blocks to convex colliders / primitives rather than at runtime due to building blocks refreshing their skins
2 Years Ago
render batching finally disables, add trigger parent to airship
2 Years Ago
Defer disable render batching
2 Years Ago
Convert more prefabs to convex colliders even though they are box looking mesh colliders
2 Years Ago
1 second delay before converting base into airship rather than do it properly
2 Years Ago
Give balloon engine some starting hp
2 Years Ago
Switched stone floor frame to 4 box colliders to prevent unity complaining about non-convex colliders moving
2 Years Ago
Create airship entity when a balloon is added to a base
2 Years Ago
Disable render batching for building blocks on airships & rearrange folders
2 Years Ago
Disable throwIfSymbolsAreNotMatching
2 Years Ago
Merge from main -> harmony_qol
2 Years Ago
Update manifest & add building blocked volume to balloon engine
2 Years Ago
Fix balloon engine item
2 Years Ago
Add balloon engine Ability to build floors on the bottom of walls Ability to build walls on the bottom of floors
2 Years Ago
Added "enable_player_movement" command to test it, fixed the rpc modifying the gameobject rather than the monobehaviour
2 Years Ago
Merge from main -> player_movement_rpc
2 Years Ago
Merge from main -> global_networking
2 Years Ago
#SERVER fixes & more refactoring
2 Years Ago
Removing entities works, remove old prototype code not needed / working
2 Years Ago
Fix conditional models not working due to the way prefabs were read & prefabId mismatches
2 Years Ago
Merge from main -> experimental
2 Years Ago
Nevermind we don't need to calculate conditional models clientside
2 Years Ago
Handle entity links in seperate manager with an octree rather than physics lookups
2 Years Ago
Move LoadEntities() call in CustomNetworkHandler
2 Years Ago
Custom renderer works with Matrix4x4 rather than position only
2 Years Ago
Apply more fixes lost to git & now works from server
2 Years Ago
Using statement should be in #UNITY_EDITOR
2 Years Ago
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