161,646 Commits over 2,771 Days - 2.43cph!

5 Months Ago
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5 Months Ago
sanity checks
5 Months Ago
merge from main
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Use a glow outline instead of a Debug Overlay for selection (and use the team color)
5 Months Ago
Pistol reload animation
5 Months Ago
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Added ability for entities to decide if they can be part of a multi-selection, added placeholder overlay for selected items, temporarily use a ServerCmd for item selection, update building entity physics from model
5 Months Ago
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Make FuncDoor.Locked public
5 Months Ago
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5 Months Ago
Invert mouse wheel zoom, added Min/MaxFOV options, and shuffle spawnpoints on start (added List Shuffle extension method)
5 Months Ago
Removed old models, added a mechanism for object selection, added skeleton classes for additional buildings and technology, added multi-cost support, added WASD camera movement and zooming in and out Merge branch 'main' of sbox-rts into main
5 Months Ago
Citizen clothing file setup
5 Months Ago
Swapped headquarters and terry factory around Swapped headquarters and terry factory around
5 Months Ago
updated construct prefabs/mats Merge branch 'master' of sbox Merge branch 'master' of sbox Merge branch 'master' of sbox Merge branch 'master' of sbox updated WIP construct map Merge branch 'master' of sbox
5 Months Ago
Added Plane.Distance Added Plane.GetIntersection Fix RealTimeSince equality warnings Add BBox.AddPoint Added Physics.GetEntitiesInBox Add Frustum class Plane cleanup Swap frustum plane order to match engine Add Plane.GetDistance( Vector3 point ) Add plane.SnapToPlane( Vector3 point ) Add Plane.IsInFront( Vector3 point ) and plane.IsInFront( BBox box ) Merge branch 'master' of sbox
5 Months Ago
added full gibs to watermelon, new textures, added scatter and set up in material
5 Months Ago
Fix missing ACT_FLINCH_SHOULDER_LEFT enum
5 Months Ago
wolf rig source update
5 Months Ago
wolf model update - Fixed seams Fixed skinning issues on lods causing popping
5 Months Ago
Added NavMesh.GetPointWithinRadius
5 Months Ago
merge from main
5 Months Ago
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Minor fix
5 Months Ago
GetFuelFraction now works
5 Months Ago
Code cleanup
5 Months Ago
Submarine mounting code. Only allow mounting via the top hatches (although it's pretty lenient).
5 Months Ago
Merge VehicleExplosionForces->Submarine
5 Months Ago
More balancing
5 Months Ago
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5 Months Ago
Tested all vehicles. Balance adjustments to explosion force multipliers and limits per vehicle.
5 Months Ago
Disable explosion forces on the NPC CH47, the AI seems to hate it
5 Months Ago
Don't try to apply explosion forces to vehicles without a rigidbody (e.g. the sofa)
5 Months 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 Months Ago
Subs move a bit when damaged with explosives (like modular cars do)
5 Months Ago
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Improve mugshot camera orientation a bit
5 Months Ago
Exclude some more mountable parameters from the BaseVehicle inspector
5 Months 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 Months Ago
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5 Months 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 Months Ago
merge from main
5 Months Ago
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Added Placeholder Assets Buildings Trees Rocks Boxes