200,010 Commits over 4,140 Days - 2.01cph!

2 Years Ago
wip cherrypick/merge
2 Years Ago
Merge from RagdollRewrite2
2 Years Ago
Merge Main ->Tugboat
2 Years Ago
Added a curve to the water mask plane
2 Years Ago
Adjusted water mask
2 Years Ago
Made and applied a custom water mask plane mesh for tugboat. Adjusted parent trigger import settings.
2 Years Ago
Minor prefab edit
2 Years Ago
Fixed tugboat z-fighting due to mesh compression
2 Years Ago
New custom parent trigger collider mesh for tugboat
2 Years Ago
Adjust tugboat colliders to allow for smoother movement around the boat. Adjusted the actual model a little to remove the second floor overhang, as it was obstructing movement into the cabin.
2 Years Ago
Merge from ferry_terminal
2 Years Ago
MonumentIsland test scene using ferry terminal
2 Years Ago
S2P terminal for testing
2 Years Ago
Updated mlrs_static prefab with mesh collider (may require tweaking)
2 Years Ago
Tugboat convex railing colliders done
2 Years Ago
New 3D model variant for tugboat with less railings
2 Years Ago
Give players a little more collision room on the lower deck
2 Years Ago
Fixed missing lower floor collider
2 Years Ago
Complete convex collider setup for tugboat, apart from railings. Uses Vehicle Large layer.
2 Years Ago
Viewmodel on/off function
2 Years Ago
New flare FX & related files. Torch texture size optimization Glass material tweaks
2 Years Ago
Fixed ragdolls still sinking into vehicles a bit as the vehicle moved (most visible via scrap heli ascending with ragdoll in the back). Was caused by still have rigidbody interpolation on on the ragdoll when doing server-side simulation, which was giving it a slight delay.
2 Years Ago
Fix build settings
2 Years Ago
Revert accidental TriggerParent change
2 Years Ago
Removed DoMovingWithoutARigidBodyCheck method from BaseEntity.Server. This was unused and hasn't been an issue since Unity 5.
2 Years Ago
Match corpse position sync parameters to vehicle position sync parameters. Keeps corpse world position properly in sync when on a moving vehicle. Since limb positions are local, we can get away with updating them less often - keeping the base position accurately in sync is enough.
2 Years Ago
Reworked inner bulb and outer glass with new shader features
2 Years Ago
Show details for nexus when clicking on one in the server browser
2 Years Ago
Added fresnel-style emission fade option to "Rust/Standard"
2 Years Ago
Fix unity_WorldToObject being incorrect inverse of unity_ObjectToWorld via a diogo code snippet Shadows now work
2 Years Ago
Progress & some stuff for Diogo
2 Years Ago
added bear turning additives, animator updates
2 Years Ago
Add the GlobalRendering component as an entity Spawn on server as important entity
2 Years Ago
Optimized BaseEntity.IsOutside since it'll be called quite a bit more now
2 Years Ago
Fixed ModelConditionTest_Outside and ModelConditionTest_Inside returning incorrect results for triangle floors
2 Years Ago
merged from vision: Reworked field of view for Scientists. Lowered their FOV considerably so they don't instantly detect players behind them and also applied a random offset to it. Fixed rear vision detection and simplified it, always detect out of vision but very close players. Updated all main scientist prefabs with new vision stats.
2 Years Ago
Standardised vision stats of all scientist prefabs to new values
2 Years Ago
merge from main
2 Years Ago
compile fix
2 Years Ago
profiling fix
2 Years Ago
vision change merge wip
2 Years Ago
Slightly increase random movement area range in combat state
2 Years Ago
Updated all main scientist AI designs to not always take cover when hit, now also includes a min health and a chance check. Fixed a bug in excavator scientist entity mem reference slot.
2 Years Ago
Added excavator and mil tunnel scientist prefabs to Spawn Lineup feature.
2 Years Ago
AIArena nametags now show the AI design filename too.
2 Years Ago
Merge from main
2 Years Ago
Fixed SC rocket splash damage issue related to wall corners
2 Years Ago
Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
2 Years Ago
ticked on 'bake into pose' for root transform/rotation on updated bear animations