branchrust_reboot/maincancel

31,202 Commits over 3,928 Days - 0.33cph!

5 Years Ago
A couple of minor edits to the new carstats var
5 Years Ago
Added carstats console var
5 Years Ago
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5 Years Ago
phrases
5 Years Ago
network++
5 Years Ago
merge from summer_dlc
5 Years Ago
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5 Years Ago
merge from/BoatMountingFix
5 Years Ago
Changed Push back to having higher priority than Mount. Reverts rowboat interaction to Push by default.
5 Years Ago
hitting hemp no longer flags the player as hostile
5 Years Ago
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5 Years Ago
skin approval
5 Years Ago
Fixed broken (mostly Asia) translation text on conversation provider
5 Years Ago
Move RemoveInvalidEntities to a safer spot
5 Years Ago
final code gen / phases pass checks
5 Years Ago
fixed armored cockpit cost
5 Years Ago
Reduce car collision damage to players a bit
5 Years Ago
Increased armoured cockpit max HP from 500 to 700
5 Years Ago
Increase brake force power and allow reverse throttle at 3m/s instead of 0.1m/s. Helps particularly with stopping while travelling forward down slopes.
5 Years Ago
Make sure we really never receive hurt damage outside of a hurt trigger by checking RemoveInvalidEntities() each tick. Made RemoveInvalidEntities more efficient.
5 Years Ago
Added simple debug util timing functions
5 Years Ago
reduce modular vehicle horn volume
5 Years Ago
Remove terrain-type based damage, add a new Collision damage type which propagates to other car modules but doesn't count as an attack.
5 Years Ago
moving active belt item holsters it
5 Years Ago
updated hostile icon
5 Years Ago
make sure modular vehicle horns don’t hold on to refs to recycled sounds (horn timeout disabled for now because of this) slight tweak to where/when bradley engine loop init is called
5 Years Ago
audio.printenginesounds debug console command
5 Years Ago
Removed cases where I was doing specific mutable state checks in trigger InterestedInObject calls, not realising that InterestedInObject is also checked to see if we should allow a collider to detect that it LEFT a trigger. Fixes spawning a car on top of yourself and then noclipping out of it causing the game to consider you still in the triggers.
5 Years Ago
Reduced average collision damage a bit re staging user complaints
5 Years Ago
Fixed broken physics behaviour on the most important object in Rust: ball.entity
5 Years Ago
Adjust car steering lerp values
5 Years Ago
Fixed steering right being slower than steering left
5 Years Ago
Improvements for flatbed parent triggers
5 Years Ago
increased minicopter decay time outdoors to 8 hours, inside to 36 hours NPCAutoTurrets no longer shoot shopkeepers or conversation providers
5 Years Ago
skin approval
5 Years Ago
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5 Years Ago
Fix BasePlayer movement references on the server in TriggerPlayerForce and TriggerMount. Moved BasePlayer vars that aren't used on the server at all into BasePlayer-Client, so this mistake is now prevented from being made again.
5 Years Ago
Bandit town now has a larger prevent building and safezone
5 Years Ago
Update TriggerMount to retry in more situations
5 Years Ago
Merge the latest modular car fixes -> Main
5 Years Ago
Increase tree impact damage multiplier from cars (3->5)
5 Years Ago
bradley audio implementation tweaks potential fix for repeating sound bug near launch site
5 Years Ago
Code review: Use PivotPoint() instead of getting the position directly
5 Years Ago
Fix HostileNote stomping the unhostile time right after receiving the latest value after respawning
5 Years Ago
Fixed HasScrap purchase condition amounts for mini and scrap heli
5 Years Ago
Disabled a number of prefabs at supermarket which are prone to floating above terrain on procgen (better fix next month) Moved a number of supermarket spawners Supermarket S2P
5 Years Ago
Remove TriggerPlayerForce on the chassis for now until I fix it properly tomorrow
5 Years Ago
Fixed med battery placement issues