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133,503 Commits over 4,293 Days - 1.30cph!

5 Years Ago
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5 Years Ago
Added export button Beginning an export will now roll back to the start of the demo or the start of a shot
5 Years Ago
Merge from demoshot
5 Years Ago
Merge from main
5 Years Ago
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5 Years Ago
Fixed projectile errors when pausing a demo with gunfire
5 Years Ago
Pitch adjustment for prop speed changes
5 Years Ago
Fix some issues with engine start attempts on several vehicles
5 Years Ago
Initial submarine audio system setup
5 Years Ago
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5 Years Ago
Removed unused engineStartFailSound parameter on WorkCart
5 Years Ago
GameObject rename
5 Years Ago
skin approval
5 Years Ago
merge from main
5 Years Ago
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sanity checks
5 Years Ago
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5 Years Ago
wolf model update - Fixed seams Fixed skinning issues on lods causing popping
5 Years Ago
merge from main
5 Years Ago
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5 Years Ago
Minor fix
5 Years Ago
GetFuelFraction now works
5 Years Ago
Code cleanup
5 Years Ago
Submarine mounting code. Only allow mounting via the top hatches (although it's pretty lenient).
5 Years Ago
Merge VehicleExplosionForces->Submarine
5 Years Ago
More balancing
5 Years Ago
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5 Years Ago
Tested all vehicles. Balance adjustments to explosion force multipliers and limits per vehicle.
5 Years Ago
Disable explosion forces on the NPC CH47, the AI seems to hate it
5 Years Ago
Don't try to apply explosion forces to vehicles without a rigidbody (e.g. the sofa)
5 Years Ago
Enable explosion forces to push ANY non-kinematic type of vehicle in Rust, rather than just modular cars and submarines. Will need some value tweaking since some vehicles have unrealistic masses.
5 Years Ago
Subs move a bit when damaged with explosives (like modular cars do)
5 Years Ago
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5 Years Ago
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5 Years Ago
Improve mugshot camera orientation a bit
5 Years Ago
Exclude some more mountable parameters from the BaseVehicle inspector
5 Years Ago
Merge Main->Submarine. Also fixed "salt water" ui appearing + don't allow player to drink the sea water while mounted in a submarine.
5 Years Ago
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5 Years Ago
Landing effects can show when mounting something from the water due to the following scenario: - Player is moved to the new mounted position via a ForcePositionTo RPC from the server. - ClientInput sees that they're now grounded and changes IsGrounded to true. - FootstepEffects' Update tick sees the grounded change and plays DoLandingEffect(). - Separately, Client gets a Load with the updated mount data and sets isMounted to true, too late to stop the landing effect. ForcePositionTo is called after SendNetworkUpdate on the server, but sometimes arrives before. I couldn't work out an elegant fix for this. Instead I've added a RecentlyTeleported bool that goes true for one second after teleporting, and set FootstepEffects to not show a landing effect if RecentlyTeleported is true, which covers the gap between being teleported and being mounted.
5 Years Ago
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5 Years Ago
Speed up writing to sv.files.db
5 Years Ago
phrases and codegen check
5 Years Ago
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