branchrust_reboot/maincancel

35,213 Commits over 4,293 Days - 0.34cph!

6 Years Ago
Square / triangle roofs no longer try to join when placed next to each other in a straight line (only triangle / triangle will)
6 Years Ago
Fix car pushing no longer working properly due to the new handbrake system (#52873) + moved the push code.
6 Years Ago
Fixed modular car engine performance not being recalculated when the engine is repaired (regression in #53163).
6 Years Ago
mixing table, tea, and berry sounds
6 Years Ago
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6 Years Ago
fixed layering issues on the mixing table causing ground watch to fail
6 Years Ago
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6 Years Ago
Reduced bone arrow thickness
6 Years Ago
Fixed getting dismounted while flying low over AirWolf on HapisIsland
6 Years Ago
Fixed supply drop flying away after getting hit by projectiles
6 Years Ago
merge from /main/stairs_upkeep_fix
6 Years Ago
merge from save197
6 Years Ago
Merge from summer_dlc_skin_reassignment
6 Years Ago
menu background video update
6 Years Ago
Revert the changes in 53372 - Cars are now cheaper to repair on the lift vs. the hammer again, with hammer going back from 20% to 50% cost (sorry).
6 Years Ago
fixed cave small easy missing culling volumes
6 Years Ago
T1 vehicle parts crate now spawns two vehicle components
6 Years Ago
merge from save197
6 Years Ago
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6 Years Ago
Previously I'd observed that wheel colliders were occasionally preventing the modular car rigidbody from sleeping, even with a forced sleep call and having motorTorque and brakeTorque set to zero. To counter that, I was simply disabling them entirely when the rigidbody went to sleep. However, that caused a surprising new bug: If you shot a sleeping car with a rocket, it would correctly wake the rigidbody, but the act of the wheels waking up as well would completely cancel the rocket explosion's force [because Unity], meaning the car didn't move. I've now determined that it was the steering being non-zero that was preventing sleep [because Unity], so I've removed the disable/enable for wheelcolliders and set steerAngle to zero on sleep as well, which lets sleep work correctly, and explosion forces on sleeping cars now work again.
6 Years Ago
Move damageRenderer serialisation out of #CLIENT define, so it won't get lost when switching to #SERVER
6 Years Ago
Fixed missing DamageRenderer scripts on some vehicle modules
6 Years Ago
Fixed modular car repairs with the hammer costing more than repairs on the vehicle lift. Hammer repair cost has been reduced to 20% of the module's original cost (was 50%), which matches the repair bench/vehicle lift standard.
6 Years Ago
Phrases again
6 Years Ago
merge from mixing table
6 Years Ago
phrases
6 Years Ago
merge from door_open_blockage
6 Years Ago
merge from mixingTable
6 Years Ago
network++
6 Years Ago
Merge from hostile_safe_zone (only show hostile marker when within 200m of safe zone)
6 Years Ago
Fixed minicopter and modular cars becoming unusable after loading from a save if the server was saved during engine startup
6 Years Ago
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6 Years Ago
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6 Years Ago
Skin bundle update
6 Years Ago
Adjusting stuck-in-car damage
6 Years Ago
- Fixed car collisions with horses not always registering (at high speeds, RemoveInvalidEntities was removing them before they had a chance to tick). - Increased car vs. NPC damage by 25%. - Fixed the player-in-car hurt trigger not doing damage if the car wasn't moving.
6 Years Ago
Engine internal items now take 50% less damage when inheriting damage to the module itself (i.e. they'll survive twice as long)
6 Years Ago
Fixed the associated item on the armoured passenger module. Fixes repair not working correctly.
6 Years Ago
old manual skin approval
6 Years Ago
Subtracting 53182 (SimplerBuildingColliders) since it doesn't improve performance and makes things more difficult to work with for artists and less unified
6 Years Ago
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6 Years Ago
Adjusting collision factors
6 Years Ago
Remove hit force multiplier
6 Years Ago
When faking car vs. player/AI/animal collision, use realistic masses for each of them as a starting point. Added new "RealisticMass" field.
6 Years Ago
Improved car ability to climb hills: - Increased low-speed power by 25% - Increased grip both on and off road by 7%
6 Years Ago
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6 Years Ago
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6 Years Ago
Remove unused TriggerParent from 2module_passengers
6 Years Ago
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6 Years Ago
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