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134,406 Commits over 4,444 Days - 1.26cph!

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.
6 Years Ago
Fixes
6 Years Ago
Full physicsmaterial farm for effects testing.
6 Years Ago
fixed ch47 always dropping off at the same monument
6 Years Ago
File for linux engine version
6 Years Ago
File for linux engine version
6 Years Ago
Beta branch
6 Years Ago
Turn off beta build define on main d11 branch
6 Years Ago
Added EngineVersion.txt to specify which version of the engine should be used
6 Years Ago
[D11] [#3784] Fixing the material issue with Laser/Flash flare/Search light/Miners hat - 3rd person
6 Years Ago
Roof triangle test
6 Years Ago
[D11] [#4085] Flame turret - smoother movement.
6 Years Ago
fix for static waterwell too
6 Years Ago
basic work in progress of area in bandit camp
6 Years Ago
[D11] Changes to the tree impact particle system and materials to increase performance.
6 Years Ago
[D11] Changed ThirdPersonWeapon sounds to check distance rather than LOD Visibility to prevent reload sounds not playing when outside of main camera frustrum
6 Years Ago
Merge from main
6 Years Ago
[D11][#3624] fixed been unable to move the interaction piemenu. [#4155] disable crosshair when trying upgrade.
6 Years Ago
Fixed ceiling light deploy issues under triangle floors
6 Years Ago
Fixed "Wall conditional corners show when placed adjacent to a backwards wall and a wall behind (triangle foundation)"
6 Years Ago
Fixed "Unable to replace furnace under triangle frame"
6 Years Ago
merge from building_blocks_2020
6 Years Ago
surface types fix on stone ramp
6 Years Ago
surface types fix on stone/armored stairs
6 Years Ago
refreshed t1 door albedo
6 Years Ago
Lowered blunt protection on cars from 0.75 -> 0.25 to increase damage from bradley shells
6 Years Ago
Remove unused gizmos
6 Years Ago
Compile fix
6 Years Ago
Steer 50% faster if shift key is held
6 Years Ago
Fixed create gibs in scene button not working Added a 5% size reduction to reduce gibs clipping into each other when generating automatic gibs
6 Years Ago
Actually speed up steering a little again
6 Years Ago
Slow down steering speed at higher car velocity
6 Years Ago
Update gibs to use new life convars
6 Years Ago
Minor fix
6 Years Ago
Increase low-speed engine power by a bit and overall engine power by a little
6 Years Ago
Merge from main
6 Years Ago
Merge in Continuous Speculative car physics
6 Years Ago
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.
6 Years Ago
Road signs on the test map
6 Years Ago
Use gibs kill method when destroying rowboat
6 Years Ago
Merge physics fixes -> Vehicles. Will hopefully fix vehicles sliding and spinning out inappropriately
6 Years Ago
Adjust engine power
6 Years Ago
Hooked up gibs on rowboat
6 Years Ago
Fix vehicles spinning out and sliding strangely: - Reduced the potential deviation of the centre of mass - Gave wheels additional sideways friction - Added AdjustHitForces method to handle any further errant values from PhysX WheelHit results - Increased minimum vehicle mass, increasing engine power to compensate
6 Years Ago
Updated some attack VFX that I missed. All bullet attack VFX use the nested prefab format. Manifest.
6 Years Ago
Added a resource multiplier to TriggerHurtNotChild and increased damage to resources by x3 from cars This destroys small trees relatively easily but still takes several hits to take down a large tree
6 Years Ago
Merge from Vehicles
6 Years Ago
ground plants optimization better wind settings increased distance tiling for grass splat
6 Years Ago
forgot to apply some prefab changes on #51630
6 Years Ago
load the sound templates in the startup bundle