136,217 Commits over 4,444 Days - 1.28cph!

5 Years Ago
More balancing
5 Years Ago
Tested all vehicles. Balance adjustments to explosion force multipliers and limits per vehicle.
5 Years Ago
Disable explosion forces on the NPC CH47, the AI seems to hate it
5 Years Ago
Don't try to apply explosion forces to vehicles without a rigidbody (e.g. the sofa)
5 Years Ago
Enable explosion forces to push ANY non-kinematic type of vehicle in Rust, rather than just modular cars and submarines. Will need some value tweaking since some vehicles have unrealistic masses.
5 Years Ago
Subs move a bit when damaged with explosives (like modular cars do)
5 Years Ago
Improve mugshot camera orientation a bit
5 Years Ago
Exclude some more mountable parameters from the BaseVehicle inspector
5 Years Ago
Merge Main->Submarine. Also fixed "salt water" ui appearing + don't allow player to drink the sea water while mounted in a submarine.
5 Years Ago
Landing effects can show when mounting something from the water due to the following scenario: - Player is moved to the new mounted position via a ForcePositionTo RPC from the server. - ClientInput sees that they're now grounded and changes IsGrounded to true. - FootstepEffects' Update tick sees the grounded change and plays DoLandingEffect(). - Separately, Client gets a Load with the updated mount data and sets isMounted to true, too late to stop the landing effect. ForcePositionTo is called after SendNetworkUpdate on the server, but sometimes arrives before. I couldn't work out an elegant fix for this. Instead I've added a RecentlyTeleported bool that goes true for one second after teleporting, and set FootstepEffects to not show a landing effect if RecentlyTeleported is true, which covers the gap between being teleported and being mounted.
5 Years Ago
Speed up writing to sv.files.db
5 Years Ago
phrases and codegen check
5 Years Ago
merge from ai
5 Years Ago
fixed 'notes' alignment on contacts panel
5 Years Ago
making sure the fur meshes are in LOD0 only
5 Years Ago
code cleanup
5 Years Ago
merge from ai
5 Years Ago
fix for disappearing lods on stag ragdoll
5 Years Ago
merge from main
5 Years Ago
merge from ai
5 Years Ago
Reduced junk pile scientist range Fixed junk pile scientists charging the player incorrectly.
5 Years Ago
More accurate vision distance. Reduced boar and stag vision ranges.
5 Years Ago
merge from ai
5 Years Ago
Increase tunnel dweller vision range
5 Years Ago
merge from ai
5 Years Ago
swimming changes
5 Years Ago
Merge from render_scale
5 Years Ago
Added missing shader to graphics settings
5 Years Ago
small tweaks to wolf material
5 Years Ago
Updated shader resources
5 Years Ago
Error fix in #SERVER
5 Years Ago
Merge from main
5 Years Ago
Climate overlay update
5 Years Ago
small tweaks to boar material
5 Years Ago
flow fixes
5 Years Ago
countryside bunker entrance - 3 extra dressing variations
5 Years Ago
Very WIP video exporting tools (extracted from old movie maker branch)
5 Years Ago
merge from ai
5 Years Ago
change swimming default to true
5 Years Ago
merge from main
5 Years Ago
Don't show landing effect if player is mounted. Fixes water splash effect sometimes showing when mounting a submarine
5 Years Ago
Climb rate edits
5 Years Ago
Another dive/climb edit
5 Years Ago
Simplify climb/dive further
5 Years Ago
Improve sub climb/dive movement, remove the jerkiness
5 Years Ago
More reliable check to see if a mugshot is loaded before displaying on the UI Some mugshot rotation improvements Automatically delete mugshots from sv.files.db FileStorage cache is now backed by a MruDictionary instead of Dictionary (LMK if this breaks stuff in any demos)
5 Years Ago
Don't allow buoyancyScale to go right to zero, as Buoyancy.cs puts the rigidbody immediately to sleep if you do! Solves some weird behaviour
5 Years Ago
Fix compile
5 Years Ago
Added coloured directional hose materials Default colour radial menu option is now coloured green when using hose tool
5 Years Ago
Fix subs surfacing way too fast when driver dismounts