108,634 Commits over 3,867 Days - 1.17cph!
Adjust heli sleep threshold
Enforce delay between engine off and sleep checks
textures that plastic forgot to commit in
99328
(more) final textures, deleted wip textures, set up materials correctly, added lights to prefab
Enable batching on low container walls
Use cdn hosted icons for Rust+ items instead of exporting them separately
Fix render batching not refreshing after color is changing
Pass color to batching directly instead of pulling from MeshRenderer
Fix batching not resetting detail color MaterialPropertyBlock when returning to pool
view model handcuff animation wip
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Motorcar sidecar - updated lod group settings
Motorbike
- updated ik positions on hands & legs
- tweaked mount position to avoid mesh clipping & Ik locking out issues
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Power boost to stop struggling on hills
Logs removed
work on LODs for radtown storage warehouse
Do wheel rotations in quaternion space to avoid gimble lock
Further clientside angle adjustments
Clientside axle and wheels now follow serverside position
FX effects added for different terrain types
Wheel and axle rotation setup for the correct axis
All references now swapped over to use VisualCollider
WheelColliders now shared
Added and Setup Vintage Wardrobe Prop Prefab
Added and Setup Vintage TV Stand Prop Prefab
Adjusted Tileable Vintage Wood Textures to have more roughness
merge from spawnview_command
Removed console command descriptions truncation to max length 100, the UI already truncates them when theres no space left
Fixed spawnview command ignoring the debug camera roll
Fixed dynamic pricing not being applied
radtown apartments check in
some initial balanced values for some cloth assets
improved burstcloth
- replaced hard positional constraints for length and shape to force based spring system approach, aiming to give artists more control over the bounciness of joints but also allows motion to propegate better
- sibling constraints are also treated as length forces
- removed now-unused fields from material
- other small improvements to reduce overhead
Fixed incorrect tangent when checking pull over position validity
Reference wheel colliders through VisualCarWheel
VendorVisuals initial setup
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Refactored pull over point code to work with points behind the vendor
Players in noclip will now not be put into the blockers list - this will prevent the vendor from driving off when content creators are trying to make videos
Angle and height check on pull over positions
Added no build area to front of vendor and moveable no build sphere to pull over position in order to prevent griefing when a pullover point is decided
Setup combined rig with vendor code
Cleanup
removed deferred decal renderer component from glue mesh in favor of deferred mesh decal
View model setup, fixed incorrect cancelling behaviour at end of game for local player
3p anim setup and better timings to let anims play out
Show toasts confirming winner/loser after anims have played
Fixed bots never picking scissors
Improved sidecar suspension, still needs a little bit of work
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