136,105 Commits over 4,444 Days - 1.28cph!

6 Years Ago
Potentially fixed player getting stuck in the TriggerPlayerForce volume when mounting/dismounting by manually removing them from the volume (probably caused player getting flung away when dismounting) Added ClientOnPlayerMountedSeat ClientOnPlayerDismountedSeat callbacks to BaseVehicle
6 Years Ago
Increased the width of mount hot spots on the cockpit modules
6 Years Ago
Added a swap seat sound def field to Mountables that will play instead of the mount sfx if a player is swapping seats to that mountable The dismount sfx will no longer play when swapping seats in the same vehicle
6 Years Ago
Remove a redundant every frame copy in LightLOD.UpdateAll
6 Years Ago
Added a new debugging.debugcamera_offset convar to manage offset in the debugcamera in a way that doesn't zero out the third person camera offset
6 Years Ago
More melee stuff. Manifest & scene backup.
6 Years Ago
Switch ImpostorRenderer to use a NativeArray instead of a C# one Use Shader.PropertyToID when setting shader properties
6 Years Ago
DebugUtil method now handles rotated wireframe cubes
6 Years Ago
HideIfOwnerIsFirstPerson will now enable meshes if a debug camera exists (fixes held entity meshes not rendering when switching to debug camera while in first person)
6 Years Ago
Add Model components to various tool entities so that skins are properly assigned to the third person mesh Fixed: salvaged icepick, longsword, rock, stone hatchet, stone pickaxe, explosive satchel, salvaged sword, hatchet, hammer and pickaxe
6 Years Ago
Include Vehicle Movement layer in spawn PlacementCheckMask and BoundsCheckMask, so that vehicles won't ever spawn together in the same spot
6 Years Ago
Don't check NeedsTimeout every cycle of the loop because it's a bit expensive
6 Years Ago
Correct - to +
6 Years Ago
Adding DebugUtil.cs, draws (unrotated) wireframe cubes without gizmos
6 Years Ago
Merge from main
6 Years Ago
Melee impact effects WIP Better metal impact base
6 Years Ago
Adjust ball mass, bounciness
6 Years Ago
Don't add extra bounce boost to balls hitting other balls
6 Years Ago
Switch Ball collision from Discrete to Continuous Dynamic
6 Years Ago
Bear fur model/prefab updates
6 Years Ago
Animal fur shader
6 Years Ago
Updated Bear model/textures/prefabs Moved bear animation fbx's to their own folder
6 Years Ago
Add app.listenip to set the IP address the companion server should listen on (optional) Add app.publicip to set the IP address that Rust+ should connect to when pairing (optional) Add app.info to display which IP addresses and ports the companion server is currently using
6 Years Ago
merge from main
6 Years Ago
Improvements to bonus calculations, item tweaks.
6 Years Ago
Merge from main
6 Years Ago
6 Years Ago
bandit helipad progress backup
6 Years Ago
6 Years Ago
[D11] Actual fix to the entitlement defines
6 Years Ago
[D11] Fixed issue with entitlementservicelabel
6 Years Ago
[D11][Art][#2174] Fix for floating eyebrows on female characters
6 Years Ago
Add temperature source component to electrical heater Automatically refresh growables in range of a temperature source when the temperature changes
6 Years Ago
Added sensors to potato, pumpkin and corn plants
6 Years Ago
Fix hemp merge conflict
6 Years Ago
Move unity's new builtin JSON library into /Packages and replace it with Rust's version
6 Years Ago
Expose exhaust opacity values in the inspector and lerp the FX instead of instant change with throttle
6 Years Ago
Merge from main
6 Years Ago
Adjust ball forces again
6 Years Ago
Adjust ball forces ⚽
6 Years Ago
Pragma warning disable, manifest
6 Years Ago
Type `spawn ball.entity` to spawn ball
6 Years Ago
Merge from main
6 Years Ago
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
6 Years Ago
Modify the mounted fix for TriggerHurtNotChild, make it more broad to ignore any mounted player when true
6 Years Ago
adding gibs
6 Years Ago
Speculative fix for endless tire screeching
6 Years Ago
Don't damage mounted passengers in other cars with car impacts
6 Years Ago
ball
6 Years 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.