136,014 Commits over 4,444 Days - 1.28cph!
Type `spawn ball.entity` to spawn ball
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
Modify the mounted fix for TriggerHurtNotChild, make it more broad to ignore any mounted player when true
Speculative fix for endless tire screeching
Don't damage mounted passengers in other cars with car impacts
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.
Full physicsmaterial farm for effects testing.
fixed ch47 always dropping off at the same monument
File for linux engine version
File for linux engine version
Turn off beta build define on main d11 branch
Added EngineVersion.txt to specify which version of the engine should be used
[D11] [#3784] Fixing the material issue with Laser/Flash flare/Search light/Miners hat - 3rd person
[D11] [#4085] Flame turret - smoother movement.
fix for static waterwell too
basic work in progress of area in bandit camp
[D11] Changes to the tree impact particle system and materials to increase performance.
[D11] Changed ThirdPersonWeapon sounds to check distance rather than LOD Visibility to prevent reload sounds not playing when outside of main camera frustrum
[D11][#3624] fixed been unable to move the interaction piemenu. [#4155] disable crosshair when trying upgrade.
Fixed ceiling light deploy issues under triangle floors
Fixed "Wall conditional corners show when placed adjacent to a backwards wall and a wall behind (triangle foundation)"
Fixed "Unable to replace furnace under triangle frame"
merge from building_blocks_2020
surface types fix on stone ramp
surface types fix on stone/armored stairs
Lowered blunt protection on cars from 0.75 -> 0.25 to increase damage from bradley shells
Steer 50% faster if shift key is held
Fixed create gibs in scene button not working
Added a 5% size reduction to reduce gibs clipping into each other when generating automatic gibs
Actually speed up steering a little again
Slow down steering speed at higher car velocity
Update gibs to use new life convars
Increase low-speed engine power by a bit and overall engine power by a little
Merge in Continuous Speculative car physics
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.
Road signs on the test map
Use gibs kill method when destroying rowboat
Merge physics fixes -> Vehicles. Will hopefully fix vehicles sliding and spinning out inappropriately