250,392 Commits over 3,959 Days - 2.64cph!

5 Years Ago
onion fan uses bigger ringBullet for core expanding bullet shows target when it nears max size trench expanding warning sfx
5 Years Ago
PlayerRepelTrigger is back, but improved - should no longer cause players to occasionally slide off the flatbeds etc. This fixes players getting stuck under vehicles.
5 Years Ago
Add warning suppression for inspector vars
5 Years Ago
TriggerParent now has two intersection mode options: - AnyIntersect, the existing default, parents the object if any part of the object intersects any part of the trigger - OriginIntersect parents the object if the origin of the object intersects any part of the trigger OriginIntersect has the effect of letting us only parent players if their feet touch the trigger. Now using this on vehicle module flatbeds, so we no longer scoop up players and parent them when the vehicle runs over them.
5 Years Ago
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5 Years Ago
Cache invoke methods to remove even more garbage
5 Years Ago
Add protection for repeated UpdateOutputs call, eliminates gc spikes from liquid IO updates
5 Years Ago
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5 Years Ago
Merge vehicle pushing refactor from Vehicles/FixPushing -> Vehicles
5 Years Ago
Car pushing now much smoother, more reliable in general
5 Years Ago
Merge from Vehicles -> Vehicles/FixPushing
5 Years Ago
Rebuild manifest
5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
Merge from Vehicles -> Vehicles/FixPushing
5 Years Ago
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5 Years Ago
Fix for missing faces on particular scrap heli panel.
5 Years Ago
To be safe, early exit from AttemptMount if IsDead
5 Years Ago
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5 Years Ago
all levels unlocked !redux
5 Years Ago
Better normals/smoothing group fix for minicopter.
5 Years Ago
fix redux mech json error all levels unlocked !redux
5 Years Ago
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5 Years Ago
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5 Years Ago
new build !redux
5 Years Ago
Adapting ground effects to the new shader WIP
5 Years Ago
smart alarm quieter non-looping activation sound
5 Years Ago
Fixed servers trying to send a random Lua file to clients if there is no files needed to be sent
5 Years Ago
[D11] Changes to run multiple servers on a single host. new command-line arguments: 1. +server.httpport 9001 - used to serve maps on the local server (default is 28018) and to run console commands from the Rustworks 2. +server.pingport 9002 -used to retrieve Ping from Xbox/PS4 to game servers (default is 28019) 3. Default the fixed server to 127.0.0.1 (MainMenu.prefab). This allows connecting from Unity Editor to local Win64 builds without any configuration. 4. Retrieving port info from Rustworks. 5. Returning the http port used from the local server. Example command to run a local linux server on custom ports: .\RustDedicated +server.port 9000 +server.httpport 9001 +server.pingport 9002 Same, but with default ports: .\RustDedicated Example command to run a linux server on Digital Ocean with HTTP server only available to localhost: .\RustDedicated +server.port 9000 +server.httpport 9001 +server.pingport 9002 +server.httpserverpublic 0
5 Years Ago
[D11] Fixed critical health rumble replicating to all nearby players.
5 Years Ago
Scriptable render pipeline immediate drawing
5 Years Ago
Berry prefab/item/image updates
5 Years Ago
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5 Years Ago
Log outlier frame times Fixed HotloadedData cache faults caused by platform overrides
5 Years Ago
roof block art maintenance before roof conditionals are started Unified roof colliders thickness across the board
5 Years Ago
[d11] Skin preloading fixes
5 Years Ago
[D11] Potential fix for animal sounds being heard from much further away than they should. Preventing them from spawning if the animal is too far from the player.
5 Years Ago
Added sk_npc/plr_dmg_crowbar/stunstick convars
5 Years Ago
[D11][#4191] Foundation stairs now behave like the steam version, but with ninjas
5 Years Ago
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5 Years Ago
[D11] Fixed define issue in rumble debug class.
5 Years Ago
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5 Years Ago
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5 Years Ago
[D11] Rumble debug consistent log can be toggled on/off in debug options to view last rumble event info.
5 Years Ago
Allow cars to throttle forward while rolling backwards at any speed
5 Years Ago
See if parent objects can be deleted as well (if they are empty) when stripping PrefabAttribute scripts (greatly reduces building block memory footprint, shouldn't cause any issues with player rigs but will need testing)